Hacker News new | ask | show | jobs
by trishume 1851 days ago
I really hope we get more technical information on how Lumen and Nanite work, and additionally that Epic doesn't patent the techniques in either of them. A patent on either would make me so sad, 20 years is really long in software, absent Epic's amazing work I expect we would have something else like it in like 3 years given what we've seen in things like http://dreams.mediamolecule.com/.
1 comments

A lot of information has been released here: https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na... and here https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lu...

There is also a source code release if you want to dive into that level of detail: https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...

I don't think the released details are that surprising to those working on realtime computer graphics, but the engineering details and tradeoffs are certainly interesting. Epic has the budget and business case to allocate a team, including some of the best graphics engineers in the industry, to do R&D for over a year to make this a reality.

So Nanite is just traditional LOD baking implemented in a wholistic and automatic way?

The major difference seems to be they've done the work end to end to handle all the occlusion corner cases as well as a sophisticated mesh and texture streaming implementation that targets modern SSDs.

It's not traditional LOD baking. There's no LOD baking. It's the new rasterization system doing the whole work.

And most of us doesn't use fast SSDs like in PS5 and it works really well. Also these engineers said, it even works just fine with slowers HDDs too. Because, they don't stream meshes for each camera movements. But it's a continuos setup.

I’m not an expert on this, but there seems to be a custom GPU renderer optimized for dense triangle meshes, with its own occlusion pass. The LOD is also calculated based on clusters, multiple per-mesh with way to fix seams between cluster at different levels. This works best with very dense meshes such as those from photogrammetry or zbrush sculpted.