I Tried Making A Particle System

  Рет қаралды 277,308

Acerola

Acerola

Күн бұрын

Buy a shirt! - acerola.gg/
Cool particle systems have been popping up in games across the last decade. Why are these novel particle systems a new thing? What tech enables them? How many particles can a midrange gpu draw?
Topics covered: particle definition, gpu instancing, iterated function systems, the chaos game, matrix transformations, linear interpolation, fragment shader bottlenecks, point list meshes, extensions and applications of iterated function systems
References:
paulbourke.net...
en.wikipedia.o...
/ @acegikmo Lerp smoothing is broken
Support me on Patreon!
/ acerola_t
Socials:
Twitter: / acerola_t
Twitch: / acerola_t
Discord: / discord
Code: github.com/Gar...
Music:
Afternoon Break - Persona 3 OST
In A Moment's Time - Skullgirls OST
White Space - OMORI (Perf. Acerola)
New Game - WORLD OF HORROR
Junes Theme - Persona 4 OST
This Mysterious Feeling - Persona 3 OST
Midori Eyes - Paradise Killer OST
GO!GO!STYLE - Paradise Killer OST
Shipmeister's Shanty - Kingdom Hearts 2 OST
During The Test - Persona 3 OST
Just Like This - Persona 3 OST
Neon District - VA-11 Hall-A OST
Malevolent Shrine - Jujutsu Kaisen OST
Joy - Persona 3 OST
A New Frontier - VA-11 Hall-A OST
Sandgem Town (Day) - Pokemon Diamond OST
Layer Cake - Persona 5 OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Gold Saucer - Final Fantasy VII OST
Underground Club - VA-11 Hall-A OST
Light Velocity - Gran Turismo 3 OST
Lifebeat Of Lilim - VA-11 Hall-A OST
Everyday Is Night - VA-11 Hall-A OST
Muscle Blues - Persona 4 OST
Like A Dream Come True - Persona 4 OST
Ode To Heroes - Metaphor ReFantazio OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #gamedev #unity3d #graphics #shaders

Пікірлер: 1 300
@Acerola_t
@Acerola_t 18 күн 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 18 күн бұрын
That cat has some really impressive fur simulation, it's almost life-like
@Progr_ammer
@Progr_ammer 18 күн бұрын
dude well done, you always figure out how to innovate things past than they normally seem
@noreoalles
@noreoalles 18 күн бұрын
But acerola, you should have found a way to optimize your code on the gtx1660!
@noreoalles
@noreoalles 18 күн 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 18 күн бұрын
The fractals look fantastic in 4K
@acegikmo
@acegikmo 18 күн 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 18 күн бұрын
I was so confused I thought I missed it
@BillieTheGoose
@BillieTheGoose 18 күн 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 18 күн бұрын
no way the bezier curve woman!
@true7563
@true7563 18 күн бұрын
Smh insider information trading by my graphic KZbinrs??
@aze4308
@aze4308 18 күн бұрын
omg
@jonathanfaber3291
@jonathanfaber3291 18 күн бұрын
> can't figure out how to optimise particle system > realise bottleneck is in hardware > problem solved Nice.
@Beakerbite
@Beakerbite 17 күн бұрын
Acerola unlocked the wealth algorithm.
@victorfunnyman
@victorfunnyman 13 күн бұрын
@@Beakerbite LOOOOL
@mortache
@mortache 12 күн бұрын
NVIDIA go brrrrrr ​@@Beakerbite
@YoupiMatos2
@YoupiMatos2 7 күн бұрын
Triple A style optimization : have better hardware or don't play
@astral6749
@astral6749 18 күн 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 18 күн бұрын
Yeah but think of the ridiculous stuff acerola could do with 24GB of VRAM... I'm stoked.
@mavromichalisfamily
@mavromichalisfamily 18 күн бұрын
​@@theftkingTHEFTKING???? I LOVE YOUR VIDS
@futuremapper_
@futuremapper_ 18 күн бұрын
Well now he has a 4090
@7xyn
@7xyn 17 күн бұрын
@@theftking hi i watch ur fnaf vids
@funky555
@funky555 17 күн 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- 18 күн бұрын
Acerola with a 4090 feels like thanos with the infinity stones
@kuromiLayfe
@kuromiLayfe 15 күн бұрын
imagine him getting his hands on A100 gpu’s
@charmzon
@charmzon 14 күн бұрын
Fr imagine if bro had a Quadro he’d be America’s most wanted
@estebanod
@estebanod 11 күн бұрын
​@@kuromiLayfe the a100 isn't that good for gaming tbf so idk if it would be good for particule sim randering
@kuromiLayfe
@kuromiLayfe 11 күн 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 :)
@SeantheShort
@SeantheShort 18 күн бұрын
But acerola,
@recurvestickerdragon
@recurvestickerdragon 18 күн бұрын
but Acero LA...
@funkdefied1
@funkdefied1 18 күн бұрын
Butt Acerola,
@magic_nanito
@magic_nanito 18 күн бұрын
But cacerola,
@errorstudioz
@errorstudioz 18 күн бұрын
But Ace in the hole,
@BooLightning
@BooLightning 18 күн бұрын
this will never get old
@thirteen3678
@thirteen3678 18 күн 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 18 күн 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 18 күн бұрын
@@RFC3514 Look, how is the average game developer supposed to be expected to stay sober these days?
@tequilasunset4651
@tequilasunset4651 18 күн бұрын
​@@RFC3514he kept on starting every sentence with "But Acerola?" too - did he think this Acerola guy was stoopid?
@josephpbrown
@josephpbrown 17 күн бұрын
​@@thirteen3678id be more surprised if the average game developer could afford to be drunk
@eliaslamsa6541
@eliaslamsa6541 17 күн 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
@jaceg810
@jaceg810 18 күн бұрын
Problem: Maths too difficult Solution: Randomly apply functions If only there was a way this was possible for everyday problems
@matejsmetana3165
@matejsmetana3165 18 күн бұрын
Problem: Optimization is too difficult Solution: Just buy better hardware
@En0834
@En0834 18 күн бұрын
Functions are math too, but using a dress to look cuter.
@HellHappens
@HellHappens 18 күн бұрын
Oh but everyday is like that, you just have to keep going until it works out
@4mb127
@4mb127 18 күн бұрын
Eventually you will saturate every search space. It will usually take more than the lifetime of the entire universe.
@xaf15001
@xaf15001 18 күн бұрын
Every programmer ever is sweating rn
@tawandagamedevs
@tawandagamedevs 18 күн 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 17 күн бұрын
XD good one
@nikolamladenovic8901
@nikolamladenovic8901 17 күн 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 13 күн бұрын
Absolute cinema
@literallymaciek3688
@literallymaciek3688 18 күн 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 18 күн бұрын
yeah now that I can render at 4k I'll be doin prints soon
@Spots1000
@Spots1000 18 күн 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 18 күн бұрын
The one at 31:57 would be really cool on a black t-shirt.
@neozeo4245
@neozeo4245 18 күн бұрын
​@@Acerola_t Yeah pls put your fractals etc. onto shirts or posters!
@ShadeDemon2141
@ShadeDemon2141 17 күн бұрын
@@Spots1000 I was surprised by the merch as well. But I also realized that I
@simyon
@simyon 18 күн бұрын
35 minute Acerola video. We've been blessed today
@Rhythm162.
@Rhythm162. 18 күн бұрын
Real and true
@GyrosYT
@GyrosYT 18 күн бұрын
Indeed!
@joeisfat
@joeisfat 17 күн бұрын
agree
@3lH4ck3rC0mf0r7
@3lH4ck3rC0mf0r7 18 күн 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 18 күн бұрын
I was really hoping for this since the halfway point
@MadsterV
@MadsterV 16 күн 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 13 күн бұрын
Ahh, this is brilliant.
@ThePC007
@ThePC007 12 күн 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 12 күн 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
@daylen577
@daylen577 18 күн 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 18 күн бұрын
I remember when you had to do two shifts and an add (y
@MadsterV
@MadsterV 16 күн 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 16 күн 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.
@finaltheory588
@finaltheory588 18 күн 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 18 күн бұрын
if the number of thread groups exceeds the maximum dispatch limit i might have a little trouble
@ripbycoppa
@ripbycoppa 17 күн бұрын
would you lose?
@cup-noodle-love
@cup-noodle-love 18 күн бұрын
"Wait a second" - starts stopwatch 💀
@Mrjcowman
@Mrjcowman 18 күн бұрын
This one killed me. I had to pause the video to make sure I didn't miss anything while laughing
@vxpdx
@vxpdx 18 күн бұрын
padding for ads. shaking my smh
@二進化型リフェイ
@二進化型リフェイ 13 күн бұрын
13:55 timestamp: wait a second.
@Ribiveer
@Ribiveer 18 күн 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 18 күн 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)
@BearTheCoder
@BearTheCoder 18 күн 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 18 күн бұрын
it's more of a neutral gray
@darjanator
@darjanator 18 күн бұрын
@@Acerola_t 1 nit or bust
@aeliusdawn
@aeliusdawn 18 күн бұрын
@@Acerola_t What a monster
@RFC3514
@RFC3514 18 күн 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 17 күн бұрын
@@RFC3514 yeah its definitely because you are used to it because most software are dark mode by default now
@gracicot42
@gracicot42 17 күн бұрын
You could easily write a paper and publish it given the quality of this content and the novelty of this technique
@RandomlyAwesomeGamer
@RandomlyAwesomeGamer 18 күн 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.
@blanana_m
@blanana_m 18 күн бұрын
What's next? Your own real time fluid sim? Turbulent flow models know how to fight back
@riddellriddell
@riddellriddell 18 күн 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 16 күн бұрын
x4pLnrcnwL0 looks really good!
@lucasvervoort5830
@lucasvervoort5830 18 күн бұрын
Wow, this was the topic of my bachelor thesis! Really happy to see it computed this nicely. The mathematics on why this chaos game approach works is a really nice topic to delve into
@seedmole
@seedmole 18 күн 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 18 күн бұрын
As it happens, even in GLSL (the language used for writing shaders in OpenGL) the built-in lerp function is called "mix"
@anon_y_mousse
@anon_y_mousse 17 күн 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.
@Julzaa
@Julzaa 18 күн 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.
@chaseheuer4621
@chaseheuer4621 2 күн бұрын
my smooth brain clocked out really quick but, i like your funny words magic man
@Nufshi
@Nufshi 18 күн бұрын
Aight. Time to watch another acerola video that i understand nothing about but act like i do.
@isned2000
@isned2000 17 күн 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.
@captainbreadbeard9870
@captainbreadbeard9870 18 күн бұрын
The randomly generated shape @ 17:01 looks like a phoenix, and I love it
@sepiar7682
@sepiar7682 18 күн бұрын
The Domain Expansion: Chaos Game bit was amazing!
@soleilvermeil
@soleilvermeil 17 күн бұрын
The screenshots at the end are marvelous ! I would more likely buy a print of one of them rather than a shirt haha
@blulynx2619
@blulynx2619 9 күн бұрын
13:45 Seeing an "I
@DaCubeKing
@DaCubeKing 18 күн бұрын
26:14 NEW GPU LETS GOO
@trupotato
@trupotato 18 күн бұрын
I would wear a shirt with the fractal render at 31:57 on it
@creepermangr4589
@creepermangr4589 18 күн 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 16 күн 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
@hpgla
@hpgla 17 күн бұрын
I want to see you create a particle system that interacts with its surroundings. I've always wondered how those are made. Do they use depth and normal maps and other tricks to accomplish that?
@NikitaShokin2003
@NikitaShokin2003 18 күн бұрын
Such a nice solution! But, unfortunatley, I haven't found a 4090 at my kitchen. What do I do now?
@wydua
@wydua 18 күн бұрын
Silly. The 4090s are in Acerola's kitchen.
@ThePC007
@ThePC007 12 күн бұрын
You prerender it on the GTX 555 you found on your driveway.
@bobolandart3873
@bobolandart3873 18 күн бұрын
I've always loved your Monogatari editing style, and (for some reason) just realized why you're called Acerola. nice 🦇
@Reegeed
@Reegeed 17 күн 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?
@SmokeandSpirit
@SmokeandSpirit 15 күн бұрын
Some of those snapshots might make great t-shirts
@Audio_noodle
@Audio_noodle 15 күн бұрын
biblically accurate angel generator
@orbatos
@orbatos 17 күн 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.
@xenen9797
@xenen9797 18 күн бұрын
13:46 I love TAA shirt made my day lmaoooo
@alexisfa13
@alexisfa13 17 күн 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!
@h2o848
@h2o848 18 күн бұрын
i love how your editing and writing style mixes all this kinda-hard math with a dash of silliness
@Aqua-Ash
@Aqua-Ash 17 күн 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.
@evilotis01
@evilotis01 18 күн 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
@theultimatetrashman887
@theultimatetrashman887 17 күн бұрын
All those formations after you yapped about matrix the movie look like pretty cool drawn explosions.
@TheLlamea
@TheLlamea 18 күн 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!
@SorrowMaid
@SorrowMaid 17 күн бұрын
Acerola: explaing and showimg complex particals and graphics rendered with 4090* Me watching in 360p:
@mcbeaniee
@mcbeaniee 18 күн бұрын
i didnt expect to have to break out my simple domain in the middle of an acerola video
@nicolerogowski2688
@nicolerogowski2688 17 күн 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!
@1ups_15
@1ups_15 18 күн бұрын
you should really implement TAA for this I think, I can definitely see how it would benefit this project in particular!
@PanzerschrekCN
@PanzerschrekCN 17 күн 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.
@imdaros6500
@imdaros6500 18 күн 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 🔥🔥
@sirsamiboi
@sirsamiboi 14 күн бұрын
The calmness of Sebastian Lague is all well and good, but we need a more chaotic counterpart
@tollutollu
@tollutollu 17 күн бұрын
just do it already. stop waffling, you know exactly what I mean. why keep waiting
@Fur0rem
@Fur0rem 17 күн 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
@lunabell-2
@lunabell-2 18 күн бұрын
1:00 ok coconut lady
@psaldorn69
@psaldorn69 18 күн бұрын
Those renders should be on some of your t-shirts, easy buy
@JBiton
@JBiton 18 күн бұрын
But Acerola, you of all people deserve a 4090, I’m happy for you 😊
@Atmos_Glitch
@Atmos_Glitch 13 күн бұрын
Acerola really was like _"Man fuck optimisation! WAe now use 4090s in this household..."_ lol!
@jan_harald
@jan_harald 18 күн 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...
@DunceDude
@DunceDude 18 күн 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.
@t3dotgg
@t3dotgg 18 күн бұрын
I haven’t watched yet but I know this is gonna be such a banger
@t3dotgg
@t3dotgg 18 күн бұрын
Update: It was indeed a banger
@RenderingUser
@RenderingUser 18 күн бұрын
​@@t3dotggoh no it's theo
@RainlessSky
@RainlessSky 18 күн бұрын
​@@t3dotggoh no it's theo
@candygonemad
@candygonemad 17 күн бұрын
always cool to see matrix math i learned about being applied in an interesting way
@bungercolumbus
@bungercolumbus 17 күн бұрын
I love the way you introduced the chaos game lol
@JulesB418
@JulesB418 18 күн 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 18 күн бұрын
Sorry if it is not well written, english is not my first language
@ИльяВитцев
@ИльяВитцев 18 күн бұрын
That 4090 bit was quite funny.
@Rin_404
@Rin_404 17 күн бұрын
15:35 i'm so cooked when you said normal world i was thinking of normal maps
@Zyxlian
@Zyxlian 18 күн 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 18 күн бұрын
there will always be inefficiencies it came for free with your reimann sums
@Zyxlian
@Zyxlian 18 күн 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 18 күн 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 18 күн 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 18 күн 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
@cheesybrik
@cheesybrik 17 күн 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.
@makebreakrepeat
@makebreakrepeat 18 күн бұрын
11:30 You'd be surprised how often GPU land comes up at my AA meetings
@lebasson
@lebasson 17 күн 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.
@raedev
@raedev 18 күн 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 18 күн бұрын
Funny how I did the exact same thing after watching that exact video too
@jjjmmm6133
@jjjmmm6133 17 күн 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.
@sillyvektor
@sillyvektor 18 күн бұрын
This is one of your best videos in my opinion. The results were crazy beautiful!
@casperes0912
@casperes0912 17 күн бұрын
I'd love to know more about splatting, thanks :)
@ccencceth
@ccencceth 18 күн бұрын
jaw actually dropped when the kuwahara filter was enabled
@murkshroom
@murkshroom 17 күн бұрын
This video is simultaneously very impressive, comforting, educational and fun to watch. Also timer on "wait a second" had me dead
@doorknob7420
@doorknob7420 18 күн бұрын
31:35 THREE
@Fcovvb
@Fcovvb 17 күн бұрын
finally a new GPU xd Well deserved!
@chickenbobbobba
@chickenbobbobba 18 күн бұрын
25:37 missed opportunity to pull it out of your oven, like jensen did in his kitchen
@wenelol
@wenelol 17 күн бұрын
this would make such a great loading screen
@beamshooter
@beamshooter 18 күн бұрын
babe wake up acerola just posted
@jjjmmm6133
@jjjmmm6133 17 күн бұрын
I've seen lots of stuff like this in the demo scene. So I have seen this before
@NoenD_io
@NoenD_io 17 күн бұрын
Farticle system
@wiktorzdrojewski890
@wiktorzdrojewski890 17 күн бұрын
hi, this whole video reminds me of L-systems for plant generation, maybe a future video idea :) (and now you talk about it XD, one guy from univeristy is working on them for his masters thesis so there is space for new R&D)? also for lighting you could compute surface normals for phong shading - they all start from the same and then for every position matrix you have paired normals matrix thanks for a great video
@CoolestPossibleName
@CoolestPossibleName 18 күн бұрын
I hate the way this video is edited, but it makes me keep watching
@rianantony
@rianantony 17 күн бұрын
I'm still amazed at Feya mentioned. You got cool graphics youtube in my cool graphics youtube, what the heck.
@donthireme
@donthireme 18 күн бұрын
"accidentally invented a new particle system never seen before" i know god damn RIGHT the video will be good
@the4ghzpc
@the4ghzpc 17 күн бұрын
but acerola, I want a physics particle system!
@nuclearsu
@nuclearsu 18 күн бұрын
31:54 Holy shit bro is an artist.. That's actually beautiful
@demonikidoff4613
@demonikidoff4613 17 күн бұрын
The cat strategy is so smart
@logana.martinez770
@logana.martinez770 18 күн бұрын
This week I've been learning Vulkan and this gives me just the motivation I needed
@kevincsellak296
@kevincsellak296 16 күн 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!
@mauricetaneca9337
@mauricetaneca9337 18 күн бұрын
NO WAY SLAMM JEKER
@grilith9028
@grilith9028 17 күн бұрын
the cat segment is genius
@user-kj4wz3vp1j
@user-kj4wz3vp1j 18 күн бұрын
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