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00:00www.epic.com
00:06Hello, I'm Brian Keras, Technical Director of Graphics here at Epic Games.
00:10Hi, I'm Jérôme Plateau, Art Director of the Special Project.
00:13A few years ago we got together as a team and brainstormed where we thought we could push forward state
00:18-of-the-art in real-time graphics.
00:20There were two key areas that stood out.
00:22The first, dynamic global illumination.
00:26Beautiful bounce lighting instantaneously.
00:28I don't have to be constrained to do a game where the world has to be static.
00:32And I'm able to iterate a lot faster.
00:34And we call this new system Lumen.
00:37We are about to show you what it is capable of.
00:39But first, there was another area that we thought we could push forward.
00:43Truly virtualized geometry.
00:45The artist wouldn't have to be concerned over polycounts, draw calls, or memory.
00:50We could directly use film quality assets and bring them straight into the engine.
00:54And that's a big deal for artists.
00:56I just want to be able to import my ZBrush model, my photogrammetry scan, my CAD data,
01:01without wasting any time optimizing, creating LEDs, or even lowering the quality to make it hit frame rate.
01:07In the end, that's what it's all about.
01:09Art that just works.
01:11And we call this new technology Nanite.
01:13Here is the future of Unreal Engine running live on a PlayStation 5.
01:18Awesome. Let's take a look at it.
01:41Before we continue, let's stop a moment and take a look at some of the key features of this demo.
01:46Much of what you see was built with Quixel Megascan assets.
01:49But instead of using the game versions, we used the cinematic versions, which would typically only be used in film.
01:55There are around a million triangles each.
01:58And thanks to virtual texturing, they all use 8K textures as well.
02:02Nanite can render an insane number of triangles very quickly.
02:06There are over a billion triangles of source geometry in each frame that Nanite crunches down losslessly to around 20
02:13million drawn triangles.
02:15What does that many triangles look like?
02:18This isn't noise.
02:20These are the triangles, each a different color.
02:22Most are so small that they look like noise.
02:25Nanite achieves detail down to the pixel, which means triangles are often the size of pixels.
02:31This amount of geometric detail requires shadows to be pixel accurate as well, and Nanite can do that too.
02:37Speaking of lighting, all of the lighting in this demo is completely dynamic,
02:41with the power of Lumen that even includes multi-bounce global illumination.
02:45No light maps, no baking here.
02:48Without GI, all of that beautiful lighting is gone.
02:52With Lumen enabled, we can move the light and the bounce changes instantly.
02:58Okay, let's keep going.
03:08We've made some great additions to our audio system as well.
03:12Convolution Reverb allows us to measure reverberation characteristics of real spaces,
03:17like actual caves that we sampled, and reproduce them in virtual spaces.
03:21Sound field rendering allows us to record and playback spatialized audio.
03:33All of this adds up to a more immersive experience.
03:51This swarm of bats was created with our Niagara effects system.
03:56Particles in Niagara can now talk to one another and understand their environment like never before.
04:07We've also added a ton of new functionality to run fluid simulations like you see in the water below.
04:26The demo runs on our chaos physics system.
04:29Here we are using it to accurately simulate the rigid bodies of the falling rocks and the cloth of her
04:34scarf.
04:53Now that the environment is so complex, we've needed to greatly improve our animation systems to adapt.
04:59We've added predictive foot placement and motion warping, which dynamically modifies IK and body position to look more natural.
05:07For the character to more realistically interact with the environment, we've added the ability to trigger seamless contextual animation events,
05:13like her hand on the door.
05:15That's promising.
05:20Dynamic GI is amazing, not just for speeding up iteration, but also for its impact on gameplay.
05:27Any light source can move while still having beautiful bounce lighting.
05:32Dynamic illumination means specular as well, which you can see on all the metal surfaces.
05:36You can even see the Niagara powered bugs reacting to the light.
05:42Lumen not only reacts to moving light sources, but also changes in geometry.
05:55Remember we mentioned high poly assets?
05:58This statue was imported directly from ZBrush and has more than 33 million triangles.
06:03No baking of normal maps, no authored LODs.
06:13And we can do more than a single statue.
06:16There are nearly 500 of that exact statue at the same detail level placed in this room,
06:22for a total of over 16 billion triangles from statues alone.
06:30Over this entire demo, there are hundreds of billions of triangles.
06:47Over this entire demo, there are hundreds of billions of triangles.
06:55So with Manite, you have limitless geometry.
06:58And with Lumen, you have fully dynamic lighting and global illumination.
07:02All running on a PlayStation 5.
07:10...
07:20...
07:34Non c'è più tempo.
07:37Il misto non bisogna essere costruito a piccoli ruumi.
07:40Può spettare all'inizio all'inizio all'inizio.
07:45Il porto è aperto.
07:51Non fai me ora.
08:29It's time to see what's next.
08:31It's time to see what's next.
09:01It's time to see what's next.
09:03It's time to see what's next.
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