Hardware tessellation with DirectX 11 (Unigine 'Heaven' benchmark)

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0:19 that ground must be painful to walk on

ZeroDominance
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The fractal-like effects that occur to the wireframe grids at 0:22 are awesome all on their own and should be used in a game.

Grubbo
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10 YEARS LATER: Unreal Engine 5 introduces tessellation like it's a new technology.

Pixelsplasher
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Fantastic
Wondeful to see how the triangols multiply when the POV comes closer

ThomasTiotto
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They're demonstrating a system that reduces detail the further away a part of the map is viewed, which increases performance. The stairs with tessellation off were meant to be viewed from farther away.

TheExplosiveAmerican
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Why this is so exelent is that now, without major performance, what we dreamed 3d graphics could do, is finally here in real time and without major framerate problems. This would make worlds alot better. Bump mapping lookd very good, but this is the next step in equaling probably better then movie cg.

silenceofthehills
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Tbh, this is old old old technology. However its new for being used to such a extent, wonderful.

ATI Froblins demo has the same thing, the frogs get tessellated when you get near. Nice way to get detail.

IMattNovakI
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its 2020 and this is still cutting edge graphics

genkidama
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the demo is a little exaggerated in non-tesselation cases. In most games, models have different LOD (level of detail) variants so that a given model is replaced with a more detailed one as the player gets closer to it, and a less detailed one when the player is distant.

polaris
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I am not 100% sure how tessellation works but I have a good idea. Basically the textures on the 3D surfaces have heightmap data, and the graphics card then turns the heightmap into more complex polygons that extrude outwards and take a more realistic/complex shape. Tessellation is a big deal because it saves a ton of space while still allowing for detailed models.

alexanderzero
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Yes, we will. At the moment we are waiting for release of updated ATI video driver with a major bug fixed.

UNIGINE_Official
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Just amazing!
Now it's time to see it in practical use! :)

worldofdevils
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@Exgaves The thing about this tech however is how well it scales. If your card isn't up to it you can lower the effect or disable it entirely. It isn't something that replaces current polygons, you'll be able to just it off. So in that regard there is nothing to lose from having it as an optional, which a lot of PC titles are starting to do.

LordsSky
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This Tesselation With my 3dvision will rockz

GabrielCachioni
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@SincereDoubt I believe it allows them to just create basic level models with low polygon count and the tessellation will add more polygons automatically without somebody having to model every one by hand which would take a very long time. It also does this more efficiently than standard modelling.

jarvis
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@1stKarkan Also remember that Tesselation can simply take cues from underlying geometry. Imagine modeling an object as a poly in 3DS, with the intent of using NURMS on it and then collapsing the stack at the end. Now you can export the mesh without NURMS on, and have the card re-compute NURMS-like data real time in the game. Less vertexes to save, and better LOD control for real time stuff.

AurelTristen
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this is the best tesellation description video. great job

tabovilla
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@codejunki567 Thank you, and all of you, yes. I see the difference with the stones sticking out from the wall, as opposed to the common plane as shown at the start.

I've since learned that this is being constructed for DirectX-11, as in Windows, rather than X11 as in Linux/*nix. Sorry to bother you with stupid questions, I hope the authors "get" platform agnosticism soon.

...because I will never run Windows.

CurtHowland
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@Jcob91 Wrong! the Eye can Normally only capture 50fps, but under pressure, etc a football about to hit your head, the FPS goes up to a few hundred 300-500 FPS.

QuiteShai
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@SincereDoubt Difference between this and geometry assets is speed. What tessellation does is that it automatically adds vertexes using either depth maps or normal maps. This allows generating triangles in the billions (on Gf400 it can be up to 1.6bil) and that is why tessellation is used. If you had a model with 1.6bil triangles you couldn't draw it with any reasonable framerate (and would have a large bandwidth problems and so on). So what this does is "make the GPU do the work".

TheExDeus