I Tried Making A Particle System

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  • Опубликовано: 2 дек 2024

Комментарии • 1,3 тыс.

  • @Acerola_t
    @Acerola_t  29 дней назад +406

    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 29 дней назад +18

      That cat has some really impressive fur simulation, it's almost life-like

    • @Progr_ammer
      @Progr_ammer 29 дней назад +1

      dude well done, you always figure out how to innovate things past than they normally seem

    • @noreoalles
      @noreoalles 29 дней назад +3

      But acerola, you should have found a way to optimize your code on the gtx1660!

    • @noreoalles
      @noreoalles 29 дней назад +2

      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 29 дней назад +1

      The fractals look fantastic in 4K

  • @jonathanfaber3291
    @jonathanfaber3291 29 дней назад +1839

    > can't figure out how to optimise particle system
    > realise bottleneck is in hardware
    > problem solved
    Nice.

    • @Beakerbite
      @Beakerbite 27 дней назад +137

      Acerola unlocked the wealth algorithm.

    • @victorfunnyman
      @victorfunnyman 23 дня назад +3

      @@Beakerbite LOOOOL

    • @mortache
      @mortache 22 дня назад +1

      NVIDIA go brrrrrr ​@@Beakerbite

    • @YoupiMatos2
      @YoupiMatos2 18 дней назад +7

      Triple A style optimization : have better hardware or don't play

    • @SophiaWoessner
      @SophiaWoessner 9 дней назад +2

      @@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 28 дней назад +655

    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 28 дней назад +182

      "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 28 дней назад +78

      @@RFC3514 Look, how is the average game developer supposed to be expected to stay sober these days?

    • @tequilasunset4651
      @tequilasunset4651 28 дней назад +33

      ​@@RFC3514he kept on starting every sentence with "But Acerola?" too - did he think this Acerola guy was stoopid?

    • @josephpbrown
      @josephpbrown 28 дней назад +8

      ​@@thirteen3678id be more surprised if the average game developer could afford to be drunk

    • @eliaslamsa6541
      @eliaslamsa6541 28 дней назад +11

      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

  • @astral6749
    @astral6749 29 дней назад +2012

    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 29 дней назад +192

      Yeah but think of the ridiculous stuff acerola could do with 24GB of VRAM...
      I'm stoked.

    • @mavromichalisfamily
      @mavromichalisfamily 28 дней назад +7

      ​@@theftkingTHEFTKING???? I LOVE YOUR VIDS

    • @futuremapper_
      @futuremapper_ 28 дней назад +10

      Well now he has a 4090

    • @7xyn
      @7xyn 27 дней назад

      @@theftking hi i watch ur fnaf vids

    • @funky555
      @funky555 27 дней назад +6

      as someone who upgraded to a 2080super from a 1660, do not believe the lies. get a new gpu its worth it

  • @TheAnimeLibrary-
    @TheAnimeLibrary- 28 дней назад +318

    Acerola with a 4090 feels like thanos with the infinity stones

    • @kuromiLayfe
      @kuromiLayfe 26 дней назад +4

      imagine him getting his hands on A100 gpu’s

    • @charmzon
      @charmzon 25 дней назад +2

      Fr imagine if bro had a Quadro he’d be America’s most wanted

    • @estebanod
      @estebanod 21 день назад

      ​@@kuromiLayfe the a100 isn't that good for gaming tbf so idk if it would be good for particule sim randering

    • @kuromiLayfe
      @kuromiLayfe 21 день назад +1

      @ 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 :)

  • @jaceg810
    @jaceg810 29 дней назад +1198

    Problem: Maths too difficult
    Solution: Randomly apply functions
    If only there was a way this was possible for everyday problems

    • @matejsmetana3165
      @matejsmetana3165 29 дней назад +134

      Problem: Optimization is too difficult
      Solution: Just buy better hardware

    • @En0834
      @En0834 29 дней назад +25

      Functions are math too, but using a dress to look cuter.

    • @HellHappens
      @HellHappens 29 дней назад +13

      Oh but everyday is like that, you just have to keep going until it works out

    • @4mb127
      @4mb127 28 дней назад +6

      Eventually you will saturate every search space. It will usually take more than the lifetime of the entire universe.

    • @xaf15001
      @xaf15001 28 дней назад +3

      Every programmer ever is sweating rn

  • @nikolamladenovic8901
    @nikolamladenovic8901 27 дней назад +88

    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.

  • @acegikmo
    @acegikmo 29 дней назад +2751

    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 29 дней назад +97

      I was so confused I thought I missed it

    • @BillieTheGoose
      @BillieTheGoose 29 дней назад +132

      Holy shit, I love how collaborative RUclipsrs are. I always see fun shoutouts and cameos! And you two are undeniably my favorite graphics programming creators!

    • @bogdan_ostaficiuc
      @bogdan_ostaficiuc 29 дней назад +118

      no way the bezier curve woman!

    • @true7563
      @true7563 29 дней назад +71

      Smh insider information trading by my graphic RUclipsrs??

    • @aze4308
      @aze4308 29 дней назад +2

      omg

  • @tawandagamedevs
    @tawandagamedevs 28 дней назад +222

    Death metal bands just found a font generator

  • @SeantheShort
    @SeantheShort 29 дней назад +3251

    But acerola,

  • @literallymaciek3688
    @literallymaciek3688 29 дней назад +130

    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  29 дней назад +106

      yeah now that I can render at 4k I'll be doin prints soon

    • @Spots1000
      @Spots1000 28 дней назад +10

      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 28 дней назад +16

      The one at 31:57 would be really cool on a black t-shirt.

    • @neozeo4245
      @neozeo4245 28 дней назад +5

      ​@@Acerola_t Yeah pls put your fractals etc. onto shirts or posters!

    • @JacobJustice2141
      @JacobJustice2141 27 дней назад

      @@Spots1000 I was surprised by the merch as well. But I also realized that I

  • @simyon
    @simyon 29 дней назад +869

    35 minute Acerola video. We've been blessed today

  • @finaltheory588
    @finaltheory588 28 дней назад +107

    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  28 дней назад +49

      if the number of thread groups exceeds the maximum dispatch limit i might have a little trouble

    • @ripbycoppa
      @ripbycoppa 27 дней назад +2

      would you lose?

  • @cup-noodle-love
    @cup-noodle-love 29 дней назад +553

    "Wait a second" - starts stopwatch 💀

    • @Mrjcowman
      @Mrjcowman 29 дней назад +35

      This one killed me. I had to pause the video to make sure I didn't miss anything while laughing

    • @vxpdx
      @vxpdx 28 дней назад +6

      padding for ads. shaking my smh

    • @二進化型リフェイ
      @二進化型リフェイ 24 дня назад +1

      13:55 timestamp: wait a second.

  • @3lH4ck3rC0mf0r7
    @3lH4ck3rC0mf0r7 28 дней назад +56

    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 28 дней назад +7

      I was really hoping for this since the halfway point

    • @MadsterV
      @MadsterV 26 дней назад +7

      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 24 дня назад

      Ahh, this is brilliant.

    • @ThePC007
      @ThePC007 23 дня назад +2

      My idea was to vary the color based on the distance to the camera, but maybe that’d be too lazy. :p

    • @Muzkaw
      @Muzkaw 23 дня назад +2

      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 29 дней назад +261

    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 28 дней назад +6

      I remember when you had to do two shifts and an add (y

    • @MadsterV
      @MadsterV 26 дней назад +1

      @@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 26 дней назад +1

      @@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.

  • @Ribiveer
    @Ribiveer 28 дней назад +32

    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 28 дней назад +5

      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 29 дней назад +248

    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  29 дней назад +130

      it's more of a neutral gray

    • @darjanator
      @darjanator 29 дней назад +15

      @@Acerola_t 1 nit or bust

    • @aeliusdawn
      @aeliusdawn 28 дней назад +3

      @@Acerola_t What a monster

    • @RFC3514
      @RFC3514 28 дней назад +3

      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 28 дней назад +2

      @@RFC3514 yeah its definitely because you are used to it because most software are dark mode by default now

  • @lucasvervoort5830
    @lucasvervoort5830 29 дней назад +13

    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

  • @blanana_m
    @blanana_m 29 дней назад +81

    What's next?
    Your own real time fluid sim?
    Turbulent flow models know how to fight back

  • @DaCubeKing
    @DaCubeKing 28 дней назад +21

    26:14 NEW GPU LETS GOO

  • @RandomlyAwesomeGamer
    @RandomlyAwesomeGamer 29 дней назад +34

    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 28 дней назад +9

    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 26 дней назад

      x4pLnrcnwL0
      looks really good!

  • @Nufshi
    @Nufshi 29 дней назад +54

    Aight. Time to watch another acerola video that i understand nothing about but act like i do.

  • @Audio_noodle
    @Audio_noodle 26 дней назад +9

    biblically accurate angel generator

  • @sepiar7682
    @sepiar7682 29 дней назад +72

    The Domain Expansion: Chaos Game bit was amazing!

  • @verynondescript
    @verynondescript 25 дней назад +1

    Wonderful video. I learned a lot

  • @captainbreadbeard9870
    @captainbreadbeard9870 29 дней назад +11

    The randomly generated shape @ 17:01 looks like a phoenix, and I love it

  • @xenen9797
    @xenen9797 29 дней назад +58

    13:46 I love TAA shirt made my day lmaoooo

  • @seedmole
    @seedmole 29 дней назад +14

    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 29 дней назад +1

      As it happens, even in GLSL (the language used for writing shaders in OpenGL) the built-in lerp function is called "mix"

  • @bobolandart3873
    @bobolandart3873 28 дней назад +9

    I've always loved your Monogatari editing style, and (for some reason) just realized why you're called Acerola. nice 🦇

  • @soleilvermeil
    @soleilvermeil 28 дней назад +3

    The screenshots at the end are marvelous ! I would more likely buy a print of one of them rather than a shirt haha

  • @OliviaSNava
    @OliviaSNava 27 дней назад +2

    18:40 "So for double the cost, we also get a worse result" The US Military, everyone. Laugh now please

  • @h2o848
    @h2o848 29 дней назад +35

    i love how your editing and writing style mixes all this kinda-hard math with a dash of silliness

  • @isned2000
    @isned2000 27 дней назад +4

    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.

  • @Julzaa
    @Julzaa 29 дней назад +13

    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.

  • @creepermangr4589
    @creepermangr4589 28 дней назад +9

    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 26 дней назад

      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

  • @gracicot42
    @gracicot42 28 дней назад +13

    You could easily write a paper and publish it given the quality of this content and the novelty of this technique

  • @DunceDude
    @DunceDude 28 дней назад +2

    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.

  • @trupotato
    @trupotato 29 дней назад +13

    I would wear a shirt with the fractal render at 31:57 on it

  • @alexisfa13
    @alexisfa13 27 дней назад +1

    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!

  • @TheLlamea
    @TheLlamea 29 дней назад +3

    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!

  • @El-Mostazas
    @El-Mostazas 27 дней назад +2

    "Domain Expansion, The Chaos Game"
    Absolute Cinema

  • @evilotis01
    @evilotis01 29 дней назад +3

    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

  • @blulynx2619
    @blulynx2619 19 дней назад +2

    13:45 Seeing an "I

  • @ccencceth
    @ccencceth 29 дней назад +13

    jaw actually dropped when the kuwahara filter was enabled

  • @Atmos_Glitch
    @Atmos_Glitch 24 дня назад +2

    Acerola really was like _"Man fuck optimisation! WAe now use 4090s in this household..."_ lol!

  • @mcbeaniee
    @mcbeaniee 28 дней назад +4

    i didnt expect to have to break out my simple domain in the middle of an acerola video

  • @chaseheuer4621
    @chaseheuer4621 12 дней назад +1

    my smooth brain clocked out really quick but, i like your funny words magic man

  • @1ups_15
    @1ups_15 29 дней назад +10

    you should really implement TAA for this I think, I can definitely see how it would benefit this project in particular!

  • @ilyassbakou9069
    @ilyassbakou9069 26 дней назад +2

    Biblically accurate particle system

  • @lunabell-2
    @lunabell-2 29 дней назад +10

    1:00 ok coconut lady

  • @demonikidoff4613
    @demonikidoff4613 27 дней назад +1

    The cat strategy is so smart

  • @JBiton
    @JBiton 28 дней назад +10

    But Acerola, you of all people deserve a 4090, I’m happy for you 😊

  • @SmokeandSpirit
    @SmokeandSpirit 25 дней назад +1

    Some of those snapshots might make great t-shirts

  • @bungercolumbus
    @bungercolumbus 28 дней назад +2

    I love the way you introduced the chaos game lol

  • @grilith9028
    @grilith9028 28 дней назад +2

    the cat segment is genius

  • @orbatos
    @orbatos 27 дней назад +4

    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.

  • @anon_y_mousse
    @anon_y_mousse 28 дней назад +1

    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.

  • @ИльяВитцев
    @ИльяВитцев 29 дней назад +7

    That 4090 bit was quite funny.

  • @murkshroom
    @murkshroom 28 дней назад

    This video is simultaneously very impressive, comforting, educational and fun to watch.
    Also timer on "wait a second" had me dead

  • @raedev
    @raedev 29 дней назад +13

    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 29 дней назад +1

      Funny how I did the exact same thing after watching that exact video too

  • @lebasson
    @lebasson 28 дней назад

    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.

  • @t3dotgg
    @t3dotgg 28 дней назад +9

    I haven’t watched yet but I know this is gonna be such a banger

    • @t3dotgg
      @t3dotgg 28 дней назад +5

      Update: It was indeed a banger

    • @RenderingUser
      @RenderingUser 28 дней назад +2

      ​@@t3dotggoh no it's theo

    • @RainlessSky
      @RainlessSky 28 дней назад

      ​@@t3dotggoh no it's theo

  • @sirsamiboi
    @sirsamiboi 24 дня назад +1

    The calmness of Sebastian Lague is all well and good, but we need a more chaotic counterpart

  • @NikitaShokin2003
    @NikitaShokin2003 29 дней назад +21

    Such a nice solution! But, unfortunatley, I haven't found a 4090 at my kitchen. What do I do now?

    • @wydua
      @wydua 28 дней назад +8

      Silly. The 4090s are in Acerola's kitchen.

    • @ThePC007
      @ThePC007 23 дня назад

      You prerender it on the GTX 555 you found on your driveway.

  • @jjjmmm6133
    @jjjmmm6133 28 дней назад +2

    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 29 дней назад +9

    This is one of your best videos in my opinion. The results were crazy beautiful!

  • @candygonemad
    @candygonemad 27 дней назад +1

    always cool to see matrix math i learned about being applied in an interesting way

  • @imdaros6500
    @imdaros6500 28 дней назад +3

    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 🔥🔥

  • @Baekstrom
    @Baekstrom 28 дней назад +1

    I clicked on this video specifically to make a joke in the comments about particle accelerators, and now I can't think of anything funny to write.

  • @Zyxlian
    @Zyxlian 29 дней назад +18

    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  29 дней назад +22

      there will always be inefficiencies it came for free with your reimann sums

    • @Zyxlian
      @Zyxlian 29 дней назад +9

      @@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 29 дней назад +5

      @@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 29 дней назад +4

      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 28 дней назад +2

      @@cataclystp the forced taa hate is so funny to me, its the holy grail of aa, it really feels like a jesus situation lmao

  • @wibleston
    @wibleston 27 дней назад +1

    Awesome eldritch horrors beyond my comprehension

  • @chickenbobbobba
    @chickenbobbobba 29 дней назад +9

    25:37 missed opportunity to pull it out of your oven, like jensen did in his kitchen

  • @SorrowMaid
    @SorrowMaid 28 дней назад +1

    Acerola: explaing and showimg complex particals and graphics rendered with 4090*
    Me watching in 360p:

  • @Reegeed
    @Reegeed 27 дней назад +3

    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 2 дня назад

      where is hawk 2 huh?

    • @Reegeed
      @Reegeed 2 дня назад

      @@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.

  • @ewerybody
    @ewerybody 28 дней назад +1

    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.

  • @doorknob7420
    @doorknob7420 28 дней назад +7

    31:35 THREE

  • @the4ghzpc
    @the4ghzpc 27 дней назад +1

    but acerola, I want a physics particle system!

  • @makebreakrepeat
    @makebreakrepeat 28 дней назад +3

    11:30 You'd be surprised how often GPU land comes up at my AA meetings

  • @slembcke
    @slembcke 27 дней назад +1

    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.

  • @jan_harald
    @jan_harald 29 дней назад +3

    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...

  • @Fur0rem
    @Fur0rem 27 дней назад +1

    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

  • @nuclearsu
    @nuclearsu 29 дней назад +5

    31:54 Holy shit bro is an artist.. That's actually beautiful

  • @nicolerogowski2688
    @nicolerogowski2688 28 дней назад

    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!

  • @beamshooter
    @beamshooter 29 дней назад +11

    babe wake up acerola just posted

  • @Rin_404
    @Rin_404 28 дней назад

    15:35 i'm so cooked when you said normal world i was thinking of normal maps

  • @CoolestPossibleName
    @CoolestPossibleName 29 дней назад +4

    I hate the way this video is edited, but it makes me keep watching

  • @Aqua-Ash
    @Aqua-Ash 28 дней назад +1

    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.

  • @wazawalter
    @wazawalter 28 дней назад +5

    "accidentally invented a new particle system never seen before" i know god damn RIGHT the video will be good

  • @Fcovvb
    @Fcovvb 28 дней назад +1

    finally a new GPU xd Well deserved!

  • @logana.martinez770
    @logana.martinez770 29 дней назад +3

    This week I've been learning Vulkan and this gives me just the motivation I needed

  • @kiesel2404
    @kiesel2404 28 дней назад +2

    32:20 Omg the Metaohor Music ❤

  • @NoenD_io
    @NoenD_io 28 дней назад +3

    Farticle system

  • @PanzerschrekCN
    @PanzerschrekCN 28 дней назад +1

    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.

  • @mauricetaneca9337
    @mauricetaneca9337 29 дней назад +6

    NO WAY SLAMM JEKER

  • @kevincsellak296
    @kevincsellak296 26 дней назад

    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!

  • @tollutollu
    @tollutollu 27 дней назад +3

    just do it already. stop waffling, you know exactly what I mean. why keep waiting

  • @psaldorn69
    @psaldorn69 28 дней назад +1

    Those renders should be on some of your t-shirts, easy buy

  • @Sondelll
    @Sondelll 29 дней назад +5

    but aceroola, I'm at wooork :(