I Tried Rendering Millions Of Particles

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Acerola

Acerola

Күн бұрын

Пікірлер: 1 300
@Acerola_t
@Acerola_t 2 ай бұрын
Buy a shirt! - acerola.gg/ This has been in the works for awhile since I got the 4090 back in July, first video uploaded in 4k too! Hope you think it's cool.
@hundvd_7
@hundvd_7 2 ай бұрын
That cat has some really impressive fur simulation, it's almost life-like
@Progr_ammer
@Progr_ammer 2 ай бұрын
dude well done, you always figure out how to innovate things past than they normally seem
@noreoalles
@noreoalles 2 ай бұрын
But acerola, you should have found a way to optimize your code on the gtx1660!
@noreoalles
@noreoalles 2 ай бұрын
But as a 1660 ti owner, im happy you´ll contineou to use your 1660, so ill be certain i can follow along. Love your videos.
@Wonky2
@Wonky2 2 ай бұрын
The fractals look fantastic in 4K
@astral6749
@astral6749 2 ай бұрын
Thank you for sticking with the 1660. It makes your simulations more realistic, not graphically but practically. Not all of us has RTX graphics cards after all.
@theftking
@theftking 2 ай бұрын
Yeah but think of the ridiculous stuff acerola could do with 24GB of VRAM... I'm stoked.
@mavromichalisfamily
@mavromichalisfamily 2 ай бұрын
​@@theftkingTHEFTKING???? I LOVE YOUR VIDS
@futuremapper_
@futuremapper_ 2 ай бұрын
Well now he has a 4090
@7xyn
@7xyn 2 ай бұрын
@@theftking hi i watch ur fnaf vids
@funky555
@funky555 2 ай бұрын
as someone who upgraded to a 2080super from a 1660, do not believe the lies. get a new gpu its worth it
@TheAnimeLibrary-
@TheAnimeLibrary- 2 ай бұрын
Acerola with a 4090 feels like thanos with the infinity stones
@kuromiLayfe
@kuromiLayfe 2 ай бұрын
imagine him getting his hands on A100 gpu’s
@charmzon
@charmzon 2 ай бұрын
Fr imagine if bro had a Quadro he’d be America’s most wanted
@kuromiLayfe
@kuromiLayfe 2 ай бұрын
@ It sucks at rendering but is an absolute beast at compute which is what you need for simulations.. have the A100 do the compute and then the 4090 for rendering :)
@jonathanfaber3291
@jonathanfaber3291 2 ай бұрын
> can't figure out how to optimise particle system > realise bottleneck is in hardware > problem solved Nice.
@Beakerbite
@Beakerbite 2 ай бұрын
Acerola unlocked the wealth algorithm.
@victorfunnyman
@victorfunnyman 2 ай бұрын
@@Beakerbite LOOOOL
@mortache
@mortache 2 ай бұрын
NVIDIA go brrrrrr ​@@Beakerbite
@YoupiMatos2
@YoupiMatos2 2 ай бұрын
Triple A style optimization : have better hardware or don't play
@SophiaWoessner
@SophiaWoessner Ай бұрын
@@YoupiMatos2 Steam minimum requirements: CPU: i55600k GPU: RTX 4090 TI/ Radeon equivalent RAM: 92GB and the game looks like a game from 98
@thirteen3678
@thirteen3678 2 ай бұрын
Hey man, I just wanted to let you know that whenever I'm walking home alone from a pub while drunk, I stick on one of your videos and pretend I'm on the phone by answering your rhetorical questions. It makes me feel a lot safer, and the interesting stuff keeps being alone off my mind. So I just wanted to say thanks for that.
@RFC3514
@RFC3514 2 ай бұрын
"I saw this guy on the street, he was clearly drunk but still telling some poor game developer what to do over the phone. And then people wonder why games' performance sucks these days."
@thirteen3678
@thirteen3678 2 ай бұрын
@@RFC3514 Look, how is the average game developer supposed to be expected to stay sober these days?
@tequilasunset4651
@tequilasunset4651 2 ай бұрын
​@@RFC3514he kept on starting every sentence with "But Acerola?" too - did he think this Acerola guy was stoopid?
@josephpbrown
@josephpbrown 2 ай бұрын
​@@thirteen3678id be more surprised if the average game developer could afford to be drunk
@eliaslamsa6541
@eliaslamsa6541 2 ай бұрын
This has got to be the funniest comment I have ever seen. Just the image of some drunk game dev talking about compute shaders on the phone is so hilarious
@acegikmo
@acegikmo 2 ай бұрын
oh shit right I HAVEN'T PUBLISHED THE BLOG POST YET ;-;; its over now they'll know you got a secret early access ill try to get it live asap brb
@arcywastooshort
@arcywastooshort 2 ай бұрын
I was so confused I thought I missed it
@BillieTheGoose
@BillieTheGoose 2 ай бұрын
Holy shit, I love how collaborative KZbinrs are. I always see fun shoutouts and cameos! And you two are undeniably my favorite graphics programming creators!
@bogdan_ostaficiuc
@bogdan_ostaficiuc 2 ай бұрын
no way the bezier curve woman!
@true7563
@true7563 2 ай бұрын
Smh insider information trading by my graphic KZbinrs??
@aze4308
@aze4308 2 ай бұрын
omg
@nikolamladenovic8901
@nikolamladenovic8901 2 ай бұрын
It was so epic when Acerola activated his domain expansion, CHAOS GAME, and reduced the time complexity of the algorithm from exponential to linear time, truly a cinematic masterpiece.
@collinbeal
@collinbeal 2 ай бұрын
Absolute cinema
@lawnmanGman
@lawnmanGman 16 күн бұрын
like painting on air
@jaceg810
@jaceg810 2 ай бұрын
Problem: Maths too difficult Solution: Randomly apply functions If only there was a way this was possible for everyday problems
@matejsmetana3165
@matejsmetana3165 2 ай бұрын
Problem: Optimization is too difficult Solution: Just buy better hardware
@En0834
@En0834 2 ай бұрын
Functions are math too, but using a dress to look cuter.
@HellHappens
@HellHappens 2 ай бұрын
Oh but everyday is like that, you just have to keep going until it works out
@4mb127
@4mb127 2 ай бұрын
Eventually you will saturate every search space. It will usually take more than the lifetime of the entire universe.
@xaf15001
@xaf15001 2 ай бұрын
Every programmer ever is sweating rn
@tawandagamedevs
@tawandagamedevs 2 ай бұрын
Death metal bands just found a font generator
@g.o.a.t.y.g.u.y
@g.o.a.t.y.g.u.y 2 ай бұрын
XD good one
@daylen577
@daylen577 2 ай бұрын
I love how your videos feel like those videos of NES developers explaining how hacky they got just to display things that seem simple nowadays. You really manage to both explain why it's needed and how you did it in such a simple and engaging way that very few other channels manage to recreate
@RFC3514
@RFC3514 2 ай бұрын
I remember when you had to do two shifts and an add (y
@MadsterV
@MadsterV 2 ай бұрын
@@RFC3514 there's other, new tricks being done though. Me, myself I'm working on documenting some old pixel art techniques I feel have been lost to time and hardware power, which turned out to be not all that great (bandwidth constraints and lower-power mobile devices) but the techniques were already lost. It's been quite the journey but I hope I'll be able to put them in paper..... and in the process I've come up with new tricks that run on the same old hardware!
@RFC3514
@RFC3514 2 ай бұрын
@@MadsterV - If you haven't yet, check out a video called "8 Bit & 8 Bitish Graphics Outside the Box", which is mainly about CLUT-cycling (something that can't really be done in modern graphics modes). I did some of that back in the Atari ST / Amiga (and early VGA) days, but Mark Ferrari takes it to insane extremes.
@literallymaciek3688
@literallymaciek3688 2 ай бұрын
you made a lot of cool visual art like the realistic waves, filters that turn images into text and now this cool particle system. Why not use that for your merch. Then people could pick the merch related to their favourite video
@Acerola_t
@Acerola_t 2 ай бұрын
yeah now that I can render at 4k I'll be doin prints soon
@Spots1000
@Spots1000 2 ай бұрын
Yeah I was really disappointed that this channel is all about beautiful graphics effects and math, and the merch is just flat boring text.
@ajm2671
@ajm2671 2 ай бұрын
The one at 31:57 would be really cool on a black t-shirt.
@neozeo4245
@neozeo4245 2 ай бұрын
​@@Acerola_t Yeah pls put your fractals etc. onto shirts or posters!
@JacobJustice2141
@JacobJustice2141 2 ай бұрын
@@Spots1000 I was surprised by the merch as well. But I also realized that I
@simyon
@simyon 2 ай бұрын
35 minute Acerola video. We've been blessed today
@Rhythm162.
@Rhythm162. 2 ай бұрын
Real and true
@GyrosYT
@GyrosYT 2 ай бұрын
Indeed!
@joeisfat
@joeisfat 2 ай бұрын
agree
@finaltheory588
@finaltheory588 2 ай бұрын
The 1660 asked the point cloud, "If you and 4090 fought, would you lose?". The point cloud responded, "Nah, I'd win".
@Acerola_t
@Acerola_t 2 ай бұрын
if the number of thread groups exceeds the maximum dispatch limit i might have a little trouble
@ripbycoppa
@ripbycoppa 2 ай бұрын
would you lose?
@cup-noodle-love
@cup-noodle-love 2 ай бұрын
"Wait a second" - starts stopwatch 💀
@Mrjcowman
@Mrjcowman 2 ай бұрын
This one killed me. I had to pause the video to make sure I didn't miss anything while laughing
@vxpdx
@vxpdx 2 ай бұрын
padding for ads. shaking my smh
@二進化型リフェイ
@二進化型リフェイ 2 ай бұрын
13:55 timestamp: wait a second.
@3lH4ck3rC0mf0r7
@3lH4ck3rC0mf0r7 2 ай бұрын
Maybe you could've weaponized the massive amounts of overdraw and relied on additive blending and the Z-buffer to calculate your lighting? Since you don't have any light sources that may be occluded by the geometry.
@user-sl6gn1ss8p
@user-sl6gn1ss8p 2 ай бұрын
I was really hoping for this since the halfway point
@MadsterV
@MadsterV 2 ай бұрын
no z-buffer needed, just additive blending. You'd get a sort of x-ray though, with higher density zones being whiter. Occlusion really looks great.
@oli_dev
@oli_dev 2 ай бұрын
Ahh, this is brilliant.
@ThePC007
@ThePC007 2 ай бұрын
My idea was to vary the color based on the distance to the camera, but maybe that’d be too lazy. :p
@Muzkaw
@Muzkaw 2 ай бұрын
I agree, this technique is called Eye Dome Lighting and is heavily used in 3d scanning application (lidar data, 3d scanners...). The results is incredible for virtually 0 cost since it is based on the depth map alone which is computed anyways
@SeantheShort
@SeantheShort 2 ай бұрын
But acerola,
@recurvestickerdragon
@recurvestickerdragon 2 ай бұрын
but Acero LA...
@funkdefied1
@funkdefied1 2 ай бұрын
Butt Acerola,
@magic_nanito
@magic_nanito 2 ай бұрын
But cacerola,
@errorstudioz
@errorstudioz 2 ай бұрын
But Ace in the hole,
@BooLightning
@BooLightning 2 ай бұрын
this will never get old
@Ribiveer
@Ribiveer 2 ай бұрын
I'm really loving that rendition of WHITE SPACE. It sounds great! It's also a song very dear to me, so it surprised me to hear it.
@soup9911
@soup9911 2 ай бұрын
Oh boy! Another acerola video, I sure I hope I am not reminded of a video game that permanently altered my brain chem. (My clueless ass about 40 minutes ago)
@blanana_m
@blanana_m 2 ай бұрын
What's next? Your own real time fluid sim? Turbulent flow models know how to fight back
@DaCubeKing
@DaCubeKing 2 ай бұрын
26:14 NEW GPU LETS GOO
@BearTheCoder
@BearTheCoder 2 ай бұрын
I'm kinda dumb, so the only thing I learned from this video is that Acerole uses Unity Light Mode @16:42
@Acerola_t
@Acerola_t 2 ай бұрын
it's more of a neutral gray
@darjanator
@darjanator 2 ай бұрын
@@Acerola_t 1 nit or bust
@aeliusdawn
@aeliusdawn 2 ай бұрын
@@Acerola_t What a monster
@RFC3514
@RFC3514 2 ай бұрын
Maybe it's just that I "grew up" with 3D Studio (and later 3DSMAX) and Autodesk Animator (and later Combustion / Eyeon Fusion / Nuke), but If I see someone running a 3D IDE in dark mode, I automatically think: "Wanker. Everybody knows that dark mode is only for 2D compositing." And coding IDEs should _obviously_ use light grey text over a dark blue background, like Borland and Watcom intended! 😜
@aeliusdawn
@aeliusdawn 2 ай бұрын
@@RFC3514 yeah its definitely because you are used to it because most software are dark mode by default now
@captainbreadbeard9870
@captainbreadbeard9870 2 ай бұрын
The randomly generated shape @ 17:01 looks like a phoenix, and I love it
@RandomlyAwesomeGamer
@RandomlyAwesomeGamer 2 ай бұрын
I mean, it's not like bad topology helps either. Even if they are not the bottleneck here there _are_ setups you'll encounter in practice that are taken out back behind the barn by overdraw and subpixels. So the gpu does care, just not too much. sidenote; most of those blends really do look like wings, would be pretty cool to have that system attached to a character, even before the Kuwahara makes them even more feathery. The noise even fits with/supports the whole "energy gathering into a shape" motif.
@riddellriddell
@riddellriddell 2 ай бұрын
For particle lighting you might want to try deep shadow maps using Fourier series I made an example of this ages ago (search Volumetric Particle Lighting Fort Attack if your interested) Another option is using statistics, random and temporal blending. Each frame you randomly select a set of particles to render from the lights perspective then do a standard shadow map calculation and temporally blend the results for each particle. If you have a 100 particles evenly distributed on the lights path and only select one per update then a particle in the middle will be closer to the light 50% of the time giving you volumetric lighting.
@MadsterV
@MadsterV 2 ай бұрын
x4pLnrcnwL0 looks really good!
@xenen9797
@xenen9797 2 ай бұрын
13:46 I love TAA shirt made my day lmaoooo
@verynondescript
@verynondescript 2 ай бұрын
Wonderful video. I learned a lot
@Acerola_t
@Acerola_t 2 ай бұрын
Thanks!!
@sepiar7682
@sepiar7682 2 ай бұрын
The Domain Expansion: Chaos Game bit was amazing!
@isned2000
@isned2000 2 ай бұрын
One thing to note about the tiny triangle quad overdraw problem, it probably wasn't a big deal in the particle case because the particles were not texture mapped. The GPU only does the full quad finite differences pass if the fragment shader reads an interpolated attribute like texture coordinates, solid color triangles don't pay the cost. In general the tiny triangle inefficiency only becomes a problem in very specific cases, the performance tax it incurs depends on the way the rest of the rendering pipeline is set up. The more work that is done by the triangle's fragment shader, as opposed to a full screen pass later, the worse the performance hit, MSAA magnifies it. Microtriangles need special considerations in the most extreme conditions, like UE5's Nanite, where every triangle is a microtriangle by design, or VR rendering where frametimes are small and everything is rendered using forward rendering with lots of MSAA, (basically the quad inefficiency worst case) but you really don't need to worry about it in the general case. A game isn't running slow because of one really dense model, or even a few really dense models.
@Nufshi
@Nufshi 2 ай бұрын
Aight. Time to watch another acerola video that i understand nothing about but act like i do.
@Audio_noodle
@Audio_noodle 2 ай бұрын
biblically accurate angel generator
@Julzaa
@Julzaa 2 ай бұрын
32:41 but I'm sure it's coming! See "3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes", an NVIDIA paper from this summer.
@PanzerschrekCN
@PanzerschrekCN 2 ай бұрын
Chaotic approach isn't really necessary. It's possible to use deterministic approach of position generation based on particle ID, using several iterations of a simple algorithm with integer divisions. It eliminates necessity of denoising entirely. Also compute shader isn't necessary at all, all positions may be generated in vertex shader instead.
@h2o848
@h2o848 2 ай бұрын
i love how your editing and writing style mixes all this kinda-hard math with a dash of silliness
@alexisfa13
@alexisfa13 2 ай бұрын
The explanation about transformation matrixes would've been so useful when I was working on my submission for your game jam. That said, there's so much useful information here that I'm going to be rewatching this video a lot. Great video, thanks!
@seedmole
@seedmole 2 ай бұрын
Many familiar topics here, nice to see. Like lerp functions (I think of them as mix functions..) and easing functions (I think of them as transfer functions).. and like, even Affine transformations are analogous to a classic Gain + Offset module in the context of modular audio synthesis. Okay and yeah, a possible way to "fix" the noise issue is to use another easing/transfer function on the values of the voxel grid before the occlusion calculation. This is the same problem of Gate signals in modular audio synthesis being too abrupt (especially with digitally controlled ones that can operate arbitrarily quickly), so they're used to control Envelope modules, which give a way to set the rate of change for the rising and falling edges of the signal. This is really important when using an threshold detector on an incoming audio signal to generate gates, because otherwise super brief changes in the signal level can produce large changes in the output level... anyway yeah, interesting to see more and more analogous operations.. almost as if they're the same topic but over different domains or something hehe.
@inv41id
@inv41id 2 ай бұрын
As it happens, even in GLSL (the language used for writing shaders in OpenGL) the built-in lerp function is called "mix"
@djannias
@djannias 2 ай бұрын
🎯 Key points for quick navigation: 00:00 *🎮 Introduction to Particle Systems* - Overview of particle systems used in popular games and recent innovations in particle effects. - Examples include games like *Astrobot* and *The Last of Us Part II* for visual and interactive particle systems. - Introduction to the purpose of the video: to explore and develop a unique particle system. 02:00 *🔺 Constructing a Particle System with Fractals* - Explanation of fractals, starting with the Sierpinski Triangle, using recursive point-splitting. - Mathematical approach to generate fractal shapes and use particle systems for visual representation. - Highlight of GPU’s role in rendering vast numbers of particles efficiently. 03:39 *💡 The Challenge of Efficient Particle Rendering* - Discussion on GPU instancing to reduce computational load and optimize frame rates. - Explanation of batching as a way to render millions of particles using fewer GPU calls. - Introduction to limitations and challenges of GPU instancing, especially with dynamic particle positions. 06:22 *🚀 Advancements in Compute Shaders for Particle Systems* - Compute shaders enable dynamic particle updates on the GPU, enhancing visual effects. - Description of iterated function systems and their application to create complex, fractal-like particle arrangements. - Challenges related to exponential growth in particle count and memory usage in high-generation fractals. 08:42 *🔄 Simplifying Complexity with the Chaos Game* - Introduction to the chaos game as a more efficient, stochastic method to create fractals with particle systems. - Linear complexity with chaos game, allowing easier handling of large particle numbers on the GPU. - Overview of blending transformations to create unique shapes beyond traditional fractals like the Sierpinski Triangle. 11:47 *🔀 Matrix Transformations for New Shape Generation* - Explanation of affine transformations using matrices for varied particle effects, scaling, rotation, and shearing. - Importance of matrix operations in creating transformations and more visually interesting effects in real time. - Setup for random transformation generation to produce novel particle configurations with each rendering. 14:51 *🎛️ Blending Techniques and Smooth Transitions* - Using linear interpolation (lerp) and easing functions to create smoother transitions between particle shapes. - Discussion on the limitations of blending transformations directly and the need for matrix manipulation. - Implementation of Framerate Independent Lerp Smoothing for realistic animations and natural-looking fractal growth. 20:44 *🧪 Performance and Optimization Challenges* - Summary of the particle system setup, using compute shaders and instancing for efficient performance. - Discussion on GPU particle limits and the potential bottlenecks in handling extremely high particle counts. - Performance evaluation of the system, reaching around 10 million particles before encountering frame rate drops. 21:56 *🖥️ Identifying GPU Bottlenecks* - Discussion of the GPU stages impacting particle performance: compute, vertex, and fragment shaders. - Audience poll shows the fragment shader was thought to be the issue; the actual bottleneck was the vertex shader due to expensive memory fetches. 24:00 *🔄 Vertex Shader Optimization for 100 Million Particles* - Solution: direct vertex data streaming from a point cloud mesh, bypassing the need for instancing. - Performance improvement allowed handling up to 30 million particles, though still below the 100 million target on mid-tier hardware. 26:05 *💡 Leveraging an RTX 4090 for High-Performance Particle Rendering* - Achieved rendering of 100 million particles in real-time using RTX 4090, showcasing advanced capability. - Issues with flat shading were addressed, aiming to provide 3D depth perception using ambient occlusion. 27:12 *🌌 Lighting and Shading 3D Particle Systems* - Ambient occlusion applied to give depth to particles using a voxelized grid for real-time shading. - The method enables volumetric lighting, making the 3D particle system appear more immersive. 28:36 *🔢 Doubling Particle Count Efficiently* - Explored GPU instancing with chaos game approximations, doubling particle count to over 200 million. - Achieved additional efficiency by combining formal and chaos game methods. 30:28 *🔍 Exploring New Fractal Shapes and Applications* - Real-time ambient occlusion lighting achieved for a 3D iterated function system. - Suggested potential for broader applications, including procedural generation and fractal-based meshes. 32:17 *🌈 Enhancing Visual Quality and Styling* - Adjusted shading colors and applied the Kuwahara filter for a stylized, soft visual effect. - Enhanced appearance with bloom effects, giving particles a cloud-like, volumetric feel. 34:51 *📊 Future Extensions and Potential Applications* - Ideas for using iterated function systems in generating natural structures like coral or trees. - Suggested applications in color generation and procedural color palettes using fractal transformations. 35:54 *🙏 Closing Remarks and Call to Action* - Summary of particle system advancements and future potential in graphics programming. - Encouragement to support the channel to enable further R&D in graphics innovations. Made with HARPA AI
@bobolandart3873
@bobolandart3873 2 ай бұрын
I've always loved your Monogatari editing style, and (for some reason) just realized why you're called Acerola. nice 🦇
@blulynx2619
@blulynx2619 2 ай бұрын
13:45 Seeing an "I
@lunabell-2
@lunabell-2 2 ай бұрын
1:00 ok coconut lady
@anon_y_mousse
@anon_y_mousse 2 ай бұрын
I've got a soft spot in my heart for the Sierpinski fractal. There was a TI-BASIC program to generate them in my graphing calculator's manual and it was the first fractal I ever saw a computing device draw. As for your particle system technique, I wonder if you could use this to simulate hurricanes and maybe make better predictive models.
@soleilvermeil
@soleilvermeil 2 ай бұрын
The screenshots at the end are marvelous ! I would more likely buy a print of one of them rather than a shirt haha
@trupotato
@trupotato 2 ай бұрын
I would wear a shirt with the fractal render at 31:57 on it
@creepermangr4589
@creepermangr4589 2 ай бұрын
I can't believe i understood everything from this video, this is suh an achievement for me. I feel like I should put "understanding this video" to my CV, or maybe print it and put it on the wall like a degree!
@bsz6328
@bsz6328 2 ай бұрын
Sortof same here lol. I used to learn stuff like these 25 years ago and never touched anything related since then. My knowledge is just enough to be amazed how ez the dude doin it :D
@mcbeaniee
@mcbeaniee 2 ай бұрын
i didnt expect to have to break out my simple domain in the middle of an acerola video
@evilotis01
@evilotis01 2 ай бұрын
oh i'm glad you mentioned Freya Holmer's video! that was one of the first things that got me interested in how graphics work
@TheLlamea
@TheLlamea 2 ай бұрын
Dude, your videos are so lit. Never touched graphic design and probably never will but I do like video games and I love peeking into how this aspect of them is created through your videos. I really like how you navigate between idealism and pragmatism in your approach and the examples you create always turn out really aesthetically pleasing. Also from an educational standpoint you impress me in a big way, especially with the math heavy parts. A lot of the time you are explaining concepts that are totally novel to me and 1) you're able to make me interested in and end up understanding a lot of what you cover, and 2) even when something totally goes over my head, I never feel like I've lost the thread and the rest of the video is incomprehensible. You always tie stuff into the overarching goals/ideas that people with zero relevant background can grasp. Besides, even though strictly the topics themselves are unlikely to ever be useful to me, I feel like your videos legitimately have taught me some really valuable perspective about approaching big, complicated problems that I can apply to my own creative ambitions. Thanks for making these!
@orbatos
@orbatos 2 ай бұрын
The closest I've seen to this was a demoscene demo that required an obscene amount of memory for the time and was of course much lower detail. Notably it also used ambient occlusion for shading. I remember it partly because the author referred to that same 1990 paper you brought up.
@El-Mostazas
@El-Mostazas 2 ай бұрын
"Domain Expansion, The Chaos Game" Absolute Cinema
@NikitaShokin2003
@NikitaShokin2003 2 ай бұрын
Such a nice solution! But, unfortunatley, I haven't found a 4090 at my kitchen. What do I do now?
@wydua
@wydua 2 ай бұрын
Silly. The 4090s are in Acerola's kitchen.
@ThePC007
@ThePC007 2 ай бұрын
You prerender it on the GTX 555 you found on your driveway.
@kevincsellak296
@kevincsellak296 2 ай бұрын
This video is amazing! I'd love to see more research and novel findings like this. The part where you reintroduced the formal method in a rapid summary of the process reminded me of Junferno's style in a good way. And I can't wait to see other people taking initiative to delve into the questions left open at the end!
@1ups_15
@1ups_15 2 ай бұрын
you should really implement TAA for this I think, I can definitely see how it would benefit this project in particular!
@jjjmmm6133
@jjjmmm6133 2 ай бұрын
Pretty good video. Because like 10 Years ago I had to merge and interpolate between 2D matrizes. And exactly as you mentioned, interpolating and merging rotations of a sheared object was extremely tricky.
@imdaros6500
@imdaros6500 2 ай бұрын
I haven't seen anyone mention this, but from your video you made on water rendering, I swear you look much bigger and more built, great job working out bro you look sick 🔥🔥
@DunceDude
@DunceDude 2 ай бұрын
I have never seen this youtuber once in my life, I clicked on it not knowing anything, and I left still kind of not knowing anything, and I loved every second of it. Excellent video.
@gracicot42
@gracicot42 2 ай бұрын
You could easily write a paper and publish it given the quality of this content and the novelty of this technique
@lebasson
@lebasson 2 ай бұрын
hot damn, when you added lighting it became absolutely mesmerizing. I'm impressed you managed to publish this video, I'd still be watching the simulation ceaselessly transforming into infinity.
@doorknob7420
@doorknob7420 2 ай бұрын
31:35 THREE
@Waffle_6
@Waffle_6 2 ай бұрын
hey acerola, i have been studying dynamical systems in my free time these past few months and a really interesting project you could do that is equivalent to this, is modeling state space diagrams of dynamical system. nonlinear dynamics, and chaos theory(ding ding ding!! you just dipped your toes in it with this video) would be a really fascinating computer science and computational difficult problem at reasonable compute times. Like a live mandlebrot set, or whatever other maps. all sorts of cool orbits, cycles, attractors and the like to explore. especially if given some dynamical system, could freely explore certain systems and investigate their structure. anyways, really cool video as well. super neat stuff
@ccencceth
@ccencceth 2 ай бұрын
jaw actually dropped when the kuwahara filter was enabled
@sirsamiboi
@sirsamiboi 2 ай бұрын
The calmness of Sebastian Lague is all well and good, but we need a more chaotic counterpart
@Zyxlian
@Zyxlian 2 ай бұрын
My biggest pet peeve right now in graphics is the use of blurring effects to hide inefficiencies. I get that it would be too costly to generate things without noise and dithering, but I just hate how the results look. I have not ran into an implementation of TAA that has looked good to my eyes, including upscaling like DLAA and such. I like how ray tracing is being pushed more, but this transition time that relies on dithering and other noise effects to hide the performance impact cannot end soon enough.
@Acerola_t
@Acerola_t 2 ай бұрын
there will always be inefficiencies it came for free with your reimann sums
@Zyxlian
@Zyxlian 2 ай бұрын
@@Acerola_t I get it, but I just feel that the older methods of hiding them were better than the current temporal methods. The way that they are implemented now means that there is not even the option of turning off the temporal effects without destroying visuals completely. So you just have to put up with smearing instead of the jaggies of before. I preferred jaggies since there are multiple other ways of hiding them - like a simple increase in render resolution once hardware gets better.
@cataclystp
@cataclystp 2 ай бұрын
@@Zyxlian you're looking at them with rose-tinted glasses. Old games were aliased and jaggy as hell, and no, increasing resolution doesn't make the problem go away, it just makes it smaller. That doesn't count since in this case, the resolution of your screen has no relevance to the resolution of the particle system. I get that TAA is the new biggest thing for everyone to pretend to be an expert on, but the truth is that these are new problems that weren't feasible before due to limitations of hardware. "Old methods" didn't do particle systems like this better because they literally were not possible on old hardware. You're literally looking at a novel technique that hasn't been done before and saying "well back in my day things were done better!!!" while failing to understand what the word "novel" means
@Zyxlian
@Zyxlian 2 ай бұрын
Sorry, I don't mean to come off as rude, I think the particle systems shown here is really cool. I just got irked about handwaving the performance impact of it by implementing TAA. I get that these techniques to push the visuals in graphics are always going to be ahead of the hardware (I was working with ray tracing implementations in the early 2010s, where it took several seconds to render frames). I just hate how there is an increasing number of games where the implementations of these effects are locked on, and the solution to the significant performance impact is to just decrease the resolution and add blurring. What's the point of ray tracing or particle swarms if they just end up being displayed as a dithered blur? As for my increase in resolution comment, I was thinking more along the lines of increasing the amount of particles in the swarm. In the sense that future hardware will be able to render more particles natively. By implementing the feature in a way that, even with this increase in particles and hardware performance, will still be blurry/dithered no matter how performant the hardware is, just seems counter-intuitive to me. I just want the option to turn the blurring effects off without destroying visuals.
@RADkate
@RADkate 2 ай бұрын
@@cataclystp the forced taa hate is so funny to me, its the holy grail of aa, it really feels like a jesus situation lmao
@kiesel2404
@kiesel2404 2 ай бұрын
32:20 Omg the Metaohor Music ❤
@ИльяВитцев
@ИльяВитцев 2 ай бұрын
That 4090 bit was quite funny.
@JulesB418
@JulesB418 2 ай бұрын
What if we move through the point cloud space with bezier curves ? We "chose" multiple matrices in advance and blend between them with a bezier curve, it could make the animation more smooth instead of going from one to another and see a clear stop in between the blends
@JulesB418
@JulesB418 2 ай бұрын
Sorry if it is not well written, english is not my first language
@OliviaSNava
@OliviaSNava 2 ай бұрын
18:40 "So for double the cost, we also get a worse result" The US Military, everyone. Laugh now please
@Aqua-Ash
@Aqua-Ash 2 ай бұрын
I know nothing about graphics, but to add shading I thought you could draw each particle transparent, but I think that really depends on how small of a value (how transparent of a value) you can apply to a single pixel.
@t3dotgg
@t3dotgg 2 ай бұрын
I haven’t watched yet but I know this is gonna be such a banger
@t3dotgg
@t3dotgg 2 ай бұрын
Update: It was indeed a banger
@RenderingUser
@RenderingUser 2 ай бұрын
​@@t3dotggoh no it's theo
@RainlessSky
@RainlessSky 2 ай бұрын
​@@t3dotggoh no it's theo
@cauhxmilloy7670
@cauhxmilloy7670 2 ай бұрын
I'm curious if you had tried having the generation calculated from the instance id. Then all the particles could be calculated in 1 batch, where later generations compute their position in a loop. This requires "duplicate" calculations, but it removes the actual interdependencies between particles.
@bungercolumbus
@bungercolumbus 2 ай бұрын
I love the way you introduced the chaos game lol
@grilith9028
@grilith9028 2 ай бұрын
the cat segment is genius
@JBiton
@JBiton 2 ай бұрын
But Acerola, you of all people deserve a 4090, I’m happy for you 😊
@slembcke
@slembcke 2 ай бұрын
Neat! I did something similar for a VR prototype a couple years ago, though I just transformed the previous eye buffers instead. That means you lose a dimension from the transformation each time, but that adds some really weird effects to it. (especially in stereo) It's basically like a VR version of the infinite mirror effect. :) Instead of points I drew a few hundred little meshlets each frame which would then get multiplied in successive frames instead of doing the whole IFS in a single frame. This made it _extremely_ cheap to compute on mobile VR hardware.
@sillyvektor
@sillyvektor 2 ай бұрын
This is one of your best videos in my opinion. The results were crazy beautiful!
@nicolerogowski2688
@nicolerogowski2688 2 ай бұрын
This is so insanely cool! I study chaos game and its relationship to IFS for my PhD, but I never would have expected these topics to come up here! I use chaos game to represent genetic information, thus producing a unique fractal out of it - which I then use as input for all sorts of analyses like convolutional neural networks. I do all of this through the lens of virology, as I use this method to study how COVID-19 evolves in real time (real time being every few days because the gov won't let you sample people too often) in response to different pressures - like antiviral treatment! I hope someday to make something so visually intuitive for my research, and this video has given me plenty of ideas on how to do exactly that - huge thanks!
@raedev
@raedev 2 ай бұрын
ooo i actually did a similar thing to the sierpinsky triangle example you showed, like 7 years ago or something after seeing a demo on numberphile where they had three target points and one moving point, and you're just rotate the one moving point towards one of the target points (literally at random) and moved it halfway there, then you'd plot its position and repeat the steps. the moving point very quickly (like within three or four iterations) moved itself into the triangle fractal area and then stayed there no matter what. I experimented by using more than 3 points, as well as changing just how far towards them the moving point would move instead of "halfway thhough", and got some very cool results. - EDIT: HAH it was their Chaos Game video from 7 years ago, I was right! The way I did it back then was much more inelegant though, I simply opened gamemaker and rawdogged a surface with draw_point calls, which is all CPU bound _and_ incredibly slow (it's slightly faster nowadays but i still wouldn't recommend it lol)
@yesno7889
@yesno7889 2 ай бұрын
Funny how I did the exact same thing after watching that exact video too
@murkshroom
@murkshroom 2 ай бұрын
This video is simultaneously very impressive, comforting, educational and fun to watch. Also timer on "wait a second" had me dead
@makebreakrepeat
@makebreakrepeat 2 ай бұрын
11:30 You'd be surprised how often GPU land comes up at my AA meetings
@Muzkaw
@Muzkaw 2 ай бұрын
For lighting of point clouds, you could use Eye Dome Lighting, which is really awesome for unstructured geometry like that. It works solely based on the final depth map so it is extremely fast compared to your voxel + AO. You could also play with transparency to show even more complexity in the patterns.
@Reegeed
@Reegeed 2 ай бұрын
16:53 sitting dragon 16:55 bat 16:57 hawk 17:01 Very fluffy eagle 17:02 vulture that had ot have his coff. . . Oh. Its not my appointment?
@nikhilchouhan8734
@nikhilchouhan8734 Ай бұрын
where is hawk 2 huh?
@Reegeed
@Reegeed Ай бұрын
@@nikhilchouhan8734 There is no hawk 2 girl here but there are several more birds. But its not my Rorschach test and i dont take someone else things.
@diego_ale_contreras
@diego_ale_contreras 22 күн бұрын
wow at 16:57 I saw a hawk too!
@diego_ale_contreras
@diego_ale_contreras 22 күн бұрын
Say that again.
@Fur0rem
@Fur0rem 2 ай бұрын
these fractal looking things look sick af, and i think the kuwahara filter works well for those since they're kind of millions of tiny brush strokes
@chickenbobbobba
@chickenbobbobba 2 ай бұрын
25:37 missed opportunity to pull it out of your oven, like jensen did in his kitchen
@shyvv.
@shyvv. 2 ай бұрын
Acerola is the only KZbinr I’ve seen who has mastered the sponsored segment. I watch the whole thing.
@jan_harald
@jan_harald 2 ай бұрын
actually, I suspect some splatting, perhaps even gaussian splatting, could work for games if you don't do it every frame, but like, use it as a basis, much like videos have keyframes and then a bunch of change frames that only modify parts of the frame... like you quickly chaos game the general scene very broadly, then splat a mostly-done scene over it, then quickly chaos game the approximation of details, and then do a little bit of something more, like use low-poly models and traditional rendering to map the result to a model, and for the next couple frames, you could just figure out a few changed areas, and do the chaos details + lowpoly, and perhaps re-splat the changed areas every say, 5th frame, or 10th frame? maybe even like every 30th frame or so... I'm not smart, but I think some sort of combination thingie like this could actually work, not necessarly exactly as I described, but something a bit similar...
@dhyeykulkarni3989
@dhyeykulkarni3989 2 ай бұрын
My grandfather was a computer scientist back in the day, and his favourite saying is "If you have a problem, throw more hardware at it" Perfect example
@beamshooter
@beamshooter 2 ай бұрын
babe wake up acerola just posted
@ewerybody
@ewerybody 2 ай бұрын
1:25 Particle Systems are programs! .. that create and manage collections of few to many entities. Where the rule set of a collections controls the behavior of the individual entity.
@CoolestPossibleName
@CoolestPossibleName 2 ай бұрын
I hate the way this video is edited, but it makes me keep watching
@cheesybrik
@cheesybrik 2 ай бұрын
Please write a paper on this. The generalization of the chaos game to an affine matrix transformation that can be parallelized is genuinely genius.
@NoenD_io
@NoenD_io 2 ай бұрын
Farticle system
@MadsterV
@MadsterV 2 ай бұрын
Your videos keep improving in quality, rhythm, clarity and depth. Every time I go in thinking I know the subject and come out with something new. Good work! Now I wonder if a pseudo-random function could be used to draw many different trees using the same mesh and animate it hierarchically. Maybe?
@wazawalter
@wazawalter 2 ай бұрын
"accidentally invented a new particle system never seen before" i know god damn RIGHT the video will be good
@theultimatetrashman887
@theultimatetrashman887 2 ай бұрын
All those formations after you yapped about matrix the movie look like pretty cool drawn explosions.
@nuclearsu
@nuclearsu 2 ай бұрын
31:54 Holy shit bro is an artist.. That's actually beautiful
@candygonemad
@candygonemad 2 ай бұрын
always cool to see matrix math i learned about being applied in an interesting way
@mauricetaneca9337
@mauricetaneca9337 2 ай бұрын
NO WAY SLAMM JEKER
@DJFienx
@DJFienx 2 ай бұрын
Amazing video dude, thanks! One thing that would be cool to see from a visualisation perspective, would be having the camera move around a bit and slow down the transition while doing so
@tollutollu
@tollutollu 2 ай бұрын
just do it already. stop waffling, you know exactly what I mean. why keep waiting
@herksku9051
@herksku9051 2 ай бұрын
ive got a chem exam tomorrow and its 23:26, seems like the perfect video to watch instead of studying
@lson-dev
@lson-dev 2 ай бұрын
but aceroola, I'm at wooork :(
@annexhion5343
@annexhion5343 2 ай бұрын
Dude, your videos are the only thing that really helps me grasp these concepts. Explaining things through trial and error examples is like a hack for people who learn best from experience. If only I had a 4090 and the knowledge to use Unity.
@tomgrimard8075
@tomgrimard8075 2 ай бұрын
I'm so happy you posted another video! I was waiting for one lol. It's a very cool video as well is how they did use those things on Astro bot and mixed those with gravity and interaction with the player
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