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1、Simon Ren StempfleJunior Programmer Keen Games since 2023IntroductionAndreas MantlerSenior Graphics Programmer Keen Games since 2024What is Enshrouded?IntroductionWhat is Enshrouded?IntroductionIntroductionWhy Water?Introduction Requirements Dynamic/Simulated Work with dynamic 3D voxel based world G
2、ameplay interactions:Players,NPCs,Enemies,Fire,Believable and Predictable Movement Soft Real-Time Fixed memory budget Multiplayer(authoritative server,replication)IntroductionState of the Art Most games have static 2D planar water surfaces Even close relatives:Teardown,Valheim,Simulated water is usu
3、ally limited Hydrophobia,From Dust,7 Days to Die:2.5D simulation Minecraft:Voxels expand by limited distance Academic Research usually too fine-grained/cost intensive and not client-server readyIntroductionIntroductionSimulation ColumnsSimulation Bottom&Height Fluid section Displacement section Terr
4、ain/buildings/blockerSimulation ColumnsSimulation Bottom&Height Fluid sections Displacement sections Terrain/buildings Stackable!Simulation-ColumnsSimulation ChunksSimulation TODO:Editor debug view of simulated&replicated chunksSimulationRendering Water Focus here is GPU Representation and Surface P
5、henomena For(water)volumetrics please check out Philipp Krauses talk:“The Fog is Lifting,Volumetric Rendering in Enshrouded”For more(water?)VFX tech insights theres Lukas Fellers talk:“Lessons learned from shipping a GPU Particle System”RenderingFrom Columns to Voxels System dependency:Renderer-Wate
6、r Simulation Client Everything voxelized here Fetch queued“dirty boxes”each frame to trigger updates Dirty boxes are 3D voxel bounding boxes Simple interface:RenderingData ConsiderationsObservations:Way too many 0.5m voxels in a 10k x 10k x 4k world Most voxels are either completely empty or complet