demostenes Posted May 31, 2016 Posted May 31, 2016 For inspiration: "In the case of “Real Imposters LOD System”, the texture of the billboard is dynamically generated during runtime, and updated depending onthe current camera position. As a result the same image can be used for the Imposter over several thousand frames. Only when the camera’s position in relation to the object significantly changes, the Imposter is regenerated" https://drive.google.com/file/d/0B3GMQtflbloSeHhvUGJmcjluX3M/view Some technical details: http://www.gamasutra.com/view/feature/130911/dynamic_2d_imposters_a_simple_.php?page=1 Implementation: https://dl.dropboxusercontent.com/u/40550065/Imposter/Web.html Such feature would be extremely useful for any city scene + tremendous time saver for artists. Maybe 50% of asset creation time would be saved, you dont have to care much for LODs, or manual BB LOD models generation. In our case such system would save hundreds and hundreds of hours of work. Also having this in "core" could be nice competition advantage.
ulf.schroeter Posted June 1, 2016 Posted June 1, 2016 Dynamic imposter rendering was part of older Unigine versions, but has been removed later on. Maybe it's not too hard to reactivate such a feature.
binstream Posted June 2, 2016 Posted June 2, 2016 UNIGINE 2 has very different renderer code in comparison with UNIGINE 1, but we'll take a look into this since during 2.4 development anyway.
demostenes Posted June 2, 2016 Author Posted June 2, 2016 Great, thanks! I can imagine, that I assign some BB object on node and engine will automatically start billboarding it. It would also lead to drastical cutting of LOD distances (in demo above switch to BB is quite close and still looking great). Instead of having mesh + cca 3-4 LODs for distance 0-2000, I can have mesh + one LOD for 0-80 and BB for 80-2000+. It would lead to lower load for streaming (and memory), because engine will need meshes/textures only for very close distance.
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