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GenerativeArt–MadewithUnity
Visual Effect
Graph
1
Julien Fryer
Graphics Programmer, Unity
julienf@unity3d.com
Vlad Neykov
...
Music: www.bensound.com
GenerativeArt–MadewithUnity
Overview
3
4
Next Generation Visual Effect tool for Unity
Tailored for Next-Generation platforms
(GPU/Compute)
Self contained templat...
5
Industry trend
Scalability of effects
Artist friendly tool
Scalability of features
SRP High Definition Render Pipeline
6
CPU GPU
PARTICLE COUNT Thousands Millions
SIMULATION Simple Complex
PHYSICS Underlying Physics System
• Primitives
• Sce...
GenerativeArt–MadewithUnity
Concepts
7
8
VFX Asset Authoring
● Author Behaviors
● Define Events
● Setup Parameter Interface
1
0
Asset Instance Configuration
● Ed...
9
Layers of Editing
Examples
0 1 2
10
Flow
Context
Nodes
Blocks
How many particles?
What are their initial values?
How do they behave over time?
How are they rendered?
Contexts
Events, S...
GenerativeArt–MadewithUnity
Technical
Overview
12
13
FX Compilation
VFXGraph: Scriptable Objects hierarchy stored as sub assets
● Shaders (compute for simulation, vs/ps for...
14
Expression Graph
High level use case
Shader Code
CPU bytecode
Constant folded
15
Compilation
2 Version of compiled data
● Edit time
○ All editable values in the graph are available for edition without...
GenerativeArt–MadewithUnity
Production
Pipeline
16
17
Pipeline
● VFX Toolbox (Flipbook generator)
● Point cache from meshes
● Future: Flowmap, Vector Field, Signed Distance ...
Live Demo
18
GenerativeArt–MadewithUnity
Roadmap
19
20
Down the road
● Shader Graph integration
● Subgraphs
● CPU particles
● Trails, etc.
GenerativeArt–MadewithUnity
Questions?
21
Julien Fryer
Graphics Programmer, Unity
julienf@unity3d.com
Vlad Neykov
Graphics...
Prochain SlideShare
Chargement dans…5
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Create Amazing VFX with the Visual Effect Graph

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The Visual Effect Graph gives artists of all experience levels the power to create amazing particle VFX. In this intermediate-level session, Julien Fryer and Vlad Neykov from our development team will give you a sneak peek into how to generate millions of GPU-based particles in real-time using the Visual Effects Graph's toolset.

Vlad Neykov - Unity Technologies

Julien Fryer - Unity Technologies

Publié dans : Logiciels
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Create Amazing VFX with the Visual Effect Graph

  1. 1. GenerativeArt–MadewithUnity Visual Effect Graph 1 Julien Fryer Graphics Programmer, Unity julienf@unity3d.com Vlad Neykov Graphics Test Engineer, Unity vlad@unity3d.com
  2. 2. Music: www.bensound.com
  3. 3. GenerativeArt–MadewithUnity Overview 3
  4. 4. 4 Next Generation Visual Effect tool for Unity Tailored for Next-Generation platforms (GPU/Compute) Self contained template Assets with Event and Parameter interface Programmable, hybrid Stack/Node-Based Effect behaviors What is the Visual Effect Graph?
  5. 5. 5 Industry trend Scalability of effects Artist friendly tool Scalability of features SRP High Definition Render Pipeline
  6. 6. 6 CPU GPU PARTICLE COUNT Thousands Millions SIMULATION Simple Complex PHYSICS Underlying Physics System • Primitives • Scene Representation (SDF…) • Depth Buffer GAMEPLAY READBACK Yes No* * Potentially small data with latency OTHER Can read Frame Buffers- GPU vs CPU Particles
  7. 7. GenerativeArt–MadewithUnity Concepts 7
  8. 8. 8 VFX Asset Authoring ● Author Behaviors ● Define Events ● Setup Parameter Interface 1 0 Asset Instance Configuration ● Edit Parameters ● Call Events ● C# Scripting 2 VFX Feature Creation/Editing ● Author New Features ● Improve Library Layers of Editing
  9. 9. 9 Layers of Editing Examples 0 1 2
  10. 10. 10 Flow Context Nodes Blocks
  11. 11. How many particles? What are their initial values? How do they behave over time? How are they rendered? Contexts Events, Spawner Chaining, GPU Events, Custom Spawner Behaviors Quad, Line, Point, Mesh, Multiple Outputs 11
  12. 12. GenerativeArt–MadewithUnity Technical Overview 12
  13. 13. 13 FX Compilation VFXGraph: Scriptable Objects hierarchy stored as sub assets ● Shaders (compute for simulation, vs/ps for rendering) ● Bytecode for the VFX CPU interpreter (flattened CPU part of expression graph) ● Optimized Data layout (only necessary attributes are stored) ● PropertySheet: input values and exposed parameters description ● List of VFX Systems descriptions < Expression Graph
  14. 14. 14 Expression Graph High level use case Shader Code CPU bytecode Constant folded
  15. 15. 15 Compilation 2 Version of compiled data ● Edit time ○ All editable values in the graph are available for edition without recompilation ○ Additional debug and profiling data ● Runtime ○ Optimized low level graph, everything that is not exposed is constant folded ○ Constants directly inserted in shaders
  16. 16. GenerativeArt–MadewithUnity Production Pipeline 16
  17. 17. 17 Pipeline ● VFX Toolbox (Flipbook generator) ● Point cache from meshes ● Future: Flowmap, Vector Field, Signed Distance Field, etc. ● External DCC (Houdini)
  18. 18. Live Demo 18
  19. 19. GenerativeArt–MadewithUnity Roadmap 19
  20. 20. 20 Down the road ● Shader Graph integration ● Subgraphs ● CPU particles ● Trails, etc.
  21. 21. GenerativeArt–MadewithUnity Questions? 21 Julien Fryer Graphics Programmer, Unity julienf@unity3d.com Vlad Neykov Graphics Test Engineer, Unity vlad@unity3d.com

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