Massive forest with SSAA


'just tried the freshly implemented SSAA, and the result if freaking awesome :')
Not to mention the overall performance, on a scene with 1800 trees, bushes & rocks (middle poly ones).

2Ghz Dual Core + 8800 GTX

yaye :)

François Gutherz's picture
Mr.Admin's picture

Nice, very nice!

Here is my little take on it. I hacked your script a bit to generate more batch of trees and added volumetrics to the linear light and oh... it's good looking. However very very static which means that we need that shader tree thing now rather than tomorrow. This really is pure brute-force and I am thinking that a very simple extension of this script that would generate a lodded group of trees could probably lead to a fully workable solution. Couple this to a coverage map and we have something really nice with no limitation on the number of different geometries to use.

The only concern will then become the memory footprint since every packet of trees sticks to the terrain they all are mostly unique so they need to be stored in memory. In practice this should be okay, this scene consumes 120MB of memory total (peaks much higher at around 300MB due to the tree packets creation happening at load) but a good half of this is textures only. So I think that a few square kilometers of dense forest can be done with this method in an acceptable memory amount...

Those GPUs... they are fast!

Baptiste Costa's picture

Désolé je vais la faire en français celle-la (tu peux la traduire si ça te chante :D)

D'une, ça déchire grave ! De deux, j'adore les effets de lumière (volumétrique je crois ?). De trois, pourquoi le feuillage des arbres en arrière plan est quadrillé de points blancs ?

Keep on going !

TheExplorer's picture

I think the starting point is good, but trees should be shared in order to avoid huge memory footprint, furthermore we need "impostors" in order to definitively improve the frame rate even on more "modest" computers.

Kurtz's picture

Is this what you mean by imposters?
http://blog.wolfire.com/2010/10/Imposters

I thought games have always done this.

François Gutherz's picture

It's true that the technique of impostors is rather common in the recent game engines.
But the massive tropical forest in the video above is strictly based on a display of middle poly trees ... which makes the result even more impressive, imho :)

demora's picture

I was wondering how did you achive the crepuscular ray effect...Btw great demo ;)

Pislar

Mr.Admin's picture

Hi and thank ;)

This was done using a volumetric linear light. You can read more about that in the following blog entry. Unfortunately the current EGL renderer that has been released about one month ago is lacking a few of the most advanced features such as volumetric lights. They will be ported over the coming revisions however.