Sharman Jagadeesan

16 posts

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Sharman Jagadeesan

Sharman Jagadeesan

@SharmanJag

Graphics Architect @ Housemarque

Helsinki Katılım Eylül 2022
24 Takip Edilen290 Takipçiler
Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
@elbethium Thank you for stopping for a moment of appreciation. I put a lot of care and love for this effect.
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Elbethium
Elbethium@elbethium·
Have you EVER Seen a more beautifuly animated water and particles?? #Saros
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
@amu_mhr @JankkilaRisto Cool stuff! Probably worth trying a dim of 32x32x64 since the character is upright. Should fall somewhere in the middle of your perf figures
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Amit Mehar
Amit Mehar@amu_mhr·
@JankkilaRisto 64x64x64 R16F: 0.12ms 32x32x32 R16F: 0.03ms for 23 capsules For collision you don't need SDF texture, particles can directly query closest distance It's not super cheap ^^' There's no acceleration structure, just iterates over all the capsules/spheres/boxes in the physics asset
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Amit Mehar
Amit Mehar@amu_mhr·
PhysicsAsset data interface provides a good enough SDF representation for skeletal meshes! Blobby mesh is reconstructed from SDF. While it's not much for rendering, collision results can be acceptable. #Niagara #UE5
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
@amu_mhr The data is stored in a 3D texture. The bounding volume is in R32_Uint format. Each voxel represents a 4x4x2 volume.
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Amit Mehar
Amit Mehar@amu_mhr·
@SharmanJag Are you doing anything clever (or is it even possible) for storing the bit fields? or just using ints... :? Wondering if particles hammering atomics on packed bitfield could degrade performance. I have not tried any of this so not sure :p Very clever setup!
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
Breaking down effects with @JankkilaRisto. In Returnal we used a piece of tech that we call, Occupancy Volume Physics for making the death effect of the Gorgolith. I just made that term up but the following effect is real and it's how it can be seen in the game 1/n.
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
8/ Conclusion: I think the effect works well even if the physics in it is far from realistic. What do you think?
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
7/ The effect consisted of three phases. 1. Rock formation. 2. Front-To-Back Sweep where the rocks detach. 3. Rocks Dissipating. Here's how:
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Sharman Jagadeesan retweetledi
Risto Jankkila
Risto Jankkila@JankkilaRisto·
Here's a final version of the alien grass effect from Returnal that wakes up and grows when Selene approaches it. Let's have a look at some work in progress versions of this effect along with explanations on the creative choices that were done during it's development. 1/n
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Risto Jankkila
Risto Jankkila@JankkilaRisto·
In Returnal, Xeno-archives are visual depictions of important events in the games' lore. They were done entirely with our proprietary particle engine. Here's a video of the first version of the effect that we did 1/n
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Sharman Jagadeesan
Sharman Jagadeesan@SharmanJag·
I'm very excited to announce that we are going to speak together with our Lead VFX artist @JankkilaRisto @ViewConference about how we used our proprietary VFX engine in #Returnal. I'm equally excited since this is my first ever tweet. Well, at least I did it before my kids
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