Similar techniques still used. Especially on terrains. Difference is that instead of multiplying by singing texture, developers use multi-layered approach that:
Remove tiling entirely
Scales detail level based on distance
Adds detail on much bigger level
This very well doc...
Spent my early to mid 20s working as a multimedia and graphic designer for lots of companies and organizations. Excited to finally start implementing all that wasted time and expertise into this project.
At 6 bytes per splat, 1920x1080 (2Mpix) is just 12MB of read bandwidth. Claybook's SDF ray-tracer (1GB multilevel volume) consumed 8MB of read bandwidth for the distance field in my GDC 2018 benchmark slides.
Splats don't have perfect occlusion culling, so there's some overhead of course. I did my math using tiny 16 splat clusters (a 4x4 screen region in the perfect case). So we should have culling granularity close to hardware HiZ. Much better than Nanite's 128 triangle clusters.
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Hi, I'm Sai! I'm a visual effects artist from the United States. I do VFX, textures, shaders and a bit of 3D modeling.
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