@math__ai Forests are so far way you simply won't notice it when they move closer – they are recreated every time the angle between them and camera position changes.
They transition between 4 levels of detail. On farthest ones, only trees that fit into about 1 pixel are in the impostors.
This is 0 overdraw...meaning every pixel on the screen is rendered only 1 time. But it is not raytracing, just a hybrid architecture that has both rendering from front and back. Somehow they meet and blend in just perfectly, lol.
This is 0 overdraw...meaning every pixel on the screen is rendered only 1 time. But it is not raytracing, just a hybrid architecture that has both rendering from front and back. Somehow they meet and blend in just perfectly, lol.
@m_emanaftab Yes all trees are swaying based on wind strength and direction (this can be done if it's done on GPU). There are also waves of wind going over fields of grass and trees with dynamic distance audio. It'll take time to put together a better demo...
@sulrim_rpg That's "seen now" in the camera view, it's impossible to see them all in the same camera view 3M is a lot of pines...it's running on a macbook pro in chrome browser in webgpu (til I get a better PC) in a relatively small resolution but nanite scales well for 4K
@Hashgraphian I guess the idea is not to make something special, but to make something playable where you can walk around lush forests without glitchin' – I'm making a game.
@BitOfGold Yes, exactly. But, also combined with Nanite-style geometry and global illumination. To be entirely honest, 0 overdraw is only for shading, I don't think nanite geometry can be 0 overdraw. But it still wins most performance in shading anyway. It's basically the Unreal engine.