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把个人觉得比较有意思的部分整理如下(原回答发的是PDF下载链接,后来发现太不方便了,最后还是花了点时间直接贴出来):
Unreal Open Day 2019回顾
What ray tracing brings to Unreal
Reflections: improvement over SSR and planar reflectionsTranslucency: much better glass and liquidsSoft shadows: area lights, textured lightsGlobal illumination: don’t have to rely on lightmapsA more cinematic way of lighting
Fitting Unreal into a VFX pipeline
Uber ShaderLight RigAlembicPython
Uber Shader
Light Rig
Can save and re-useAllow sending to customers for review
Alembic
Improvements in 4.22, more efficientDress was imported as Alembic geometry cache
RHI Layer
Following the API design of DirectX 12Ray Tracing APIs in Unreal
- virtual FRayTracingGeometryRHIRef RHICreateRayTracingGeometry(…);
- virtual FRayTracingSceneRHIRef RHICreateRayTracingScene(…);
- virtual FRayTracingShaderRHIRef RHICreateRayTracingShader(…);
- virtual FRayTracingPipelineStateRHIRef RHICreateRayTracingPipelineState(…);
复制代码 RHI Layer: Shaders
Shaders
Closest-hitAny-hitMissRay generation
Shader Binding Table
- virtual void SetRayTracingHitGroup(…);
复制代码 Ray Tracing Mesh Pipeline
For each frame:
Denoiser
Essential to practical real-time ray tracing in UnrealUsed the ray distance to the closest hit4.22: Plugin API for denoiser implementations1spp comparison before/after denoising:
Render Passes
Shadow
Closest hit to light source
Ambient occlusion
Closest hitCosine weighted distributionEfficiency: make rays as short as possible
Reflection
GGX distributionNeed direct lighting on secondary surface
Path Tracing
ReferenceUnbiasedFoundation for other techniques
The Future
PerformanceStabilityGeometry
Intersection shader supportLandscapeVolumetrics
Improvements
Interactive GPU light bakingMulti GPU…
Unreal RoadMap
AnimationDigital HumanRendering ArchitectureLightingPhysicsVirtual ProductionXRAI…
Animation
Control Rig
Write custom code to solve rigging problem
Curve Editor
Unified animation curve editing UI
Animation Sharing
Re-targetingRe-use crowd animation
Virtual Bones
Directly create virtual bones in Unreal Editor
Adaptive animation quality
Digital Human
Integration of 3Lateral Technology
Rendering Architecture
4.22
Refactor: more caching, scales with visible set, dynamic instancingRenderGraph API early access
Upcoming Work
Migrate passes to use RenderGraphFully GPU driven rendering
Lighting
4.23
Screen-space Global Illumination
Upcoming Work
Dynamic GI researchRealistic sky with time of day, volumetric cloud rendering
Physics
Chaos
New high performance, high quality, physics engineBuilt to scale from VFX quality to PC/console to mobileMore control: memory, threading, constraints, solvers
Virtual Production
4.22
OpenColorIO color profiles for textures and composure elementsComposure UX and feature improvements (chroma-keying, despill, etc.) for real-time compositingGPU accelerated H.264 video decoding4k UHD inputs for Aja and BlackmagicnDisplay support for multiple viewports on a single PCMulti-user editor in early access
XR
4.22
HoloLens remote streamingOpenXR 0.9 support [4.22.1]
4.23
HoloLens 2 support this MayAR Unification: image recognition, object tracking, shared spaces, planes and anchors
AI…
Currently no plan for AIFocus on traditional graphics technologies
最后关于“怎么看待”,写一点自己的看法:
一进会场就感受到了强大的男性荷尔蒙,一眼望去女生数目没几个...Unreal在业内的号召力多强,从参会人数就可以看出来,很多业内大牛都到场了Unreal针对具体合作项目做了很多实用工具的开发,但是如果要支持自己的特殊业务逻辑或者专有流程,做二次开发还是必不可少Unreal官方目前没有很具体的AI相关研发计划,正在做AI方向创业的小伙伴们暂时不用担心官方竞争了光线追踪是个趋势,但是Unreal官方并不打算跟V-Ray等离线渲染器竞争,主要还是针对游戏和实时展示动画功能方面Unreal在逐渐加强,但是跟Maya一类大型动画软件相比差距依然悬殊,而且也不是Unreal想要彻底替代的Unreal有分享技术的开放胸怀,本质上还是希望能集成各种新技术,并且开放源代码和工具,欢迎大家二次开发和应用
注:感谢Epic举办此次活动。以上内容如有涉及侵权,请联系我删除。 |
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