古代城市,因为其独特的布局和结构,往往很难程序化生成,因为腾讯IEG登月项目的机会,我尝试构建了一个程序化生成的工具链,生成和渲染古代超大型的古代风格的城市,在下面的PPT中,我将详细阐述其中技术细节。
技术方案 PPT演示:
参考资料
- Geometry Rendering Pipeline Architecture at Activision
- The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022
- The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022
- Procedurally Crafting Manhattan for Marvel's Spider-Man
- Procedurally Crafting Manhattan for Marvel's Spider-Man (PPT)
- The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022
- 'Marvel's Spider-Man': A Technical Postmortem
- [SIGGRAPH 2015] Advances in Real-Time Rendering in Games
- [GDC2016] Optimizing the Graphics Pipeline with Compute
- [SIGGRAPH 2021] Geometry Rendering Pipeline Architecture at Activision
- vulkan mesh-shading-for-vulkan
- [wwdc2022] Transform your geometry with Metal mesh shaders
- 2022 | Replacing the geometry pipeline with mesh shaders | Ricardo Garcia
- metal mesh-shaders
- Github JarkkoPFC/meshlete
- 🐇 meshoptimizer which metal mentioned
- Github metal-by-example MetalMeshletCulling
- shader-permutations fit in GPU driven
Developed by 🦸♂️徐凯(Kevin).