How Do Games Render So Much Grass?

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  • Опубликовано: 6 июн 2024
  • An overview of my grass rendering explorations and an implementation of billboard grass, a common technique used in nearly every single video game.
    Support me on Patreon!
    / acerola_t
    Twitter: / acerola_t
    Twitch: / acerola_t
    Discord: / discord
    Code: github.com/GarrettGunnell/Grass
    References:
    developer.nvidia.com/gpugems/...
    Music:
    Gold Falls Casino - HuniePop OST
    Joy - Persona 3 OST
    Bad Bully - Kizumonogatari 2 OST
    Chapters:
    00:00 Intro
    01:36 Getting Started
    03:37 GPU Instancing
    06:51 Improving Appearance
    10:07 Finishing Touches
    11:50 Optimizations
    14:04 Conclusion
    Thanks for watching!
    This video is dedicated to my friend, Alotryx.
    also please subscribe haha please man please just subscribe dude please just like one sub I swear I'm not addicted please man please just one sub please
    #acerola #gamedev #graphics #unity #indiegame #unity3d #madewithunity #indiedev #unity2d
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Комментарии • 561

  • @spwwww8258
    @spwwww8258 2 года назад +926

    Just wanted to address one point about using GPU Instancing:
    Without GPU Instancing mesh data isn't copied from the CPU to the GPU every frame. That's why the GPU has its own memory.
    The mesh data is loaded to the GPU once, only a small amount of data which tells the GPU how to render that mesh is updated constantly.
    For example data about where the mesh should be rendered. (uniforms)
    The performance problems thus don't stem from having to load too much data to the GPU, but by bad scheduling.
    When rendering each instance of an object separately, the GPU and CPU are constantly in a dialogue and have to wait for each other.
    With GPU Instancing the CPU combines all of that data, sends it to the GPU and then lets the GPU vroom vroom through the workload without any interruptions.
    Whats also nice is that with GPU Instancing you can just keep that data around on the GPU for as long as you like.
    So you have the flexibility of updating it every frame, only sometimes or only once.
    Updating a complete mesh every frame is sometimes referred to as streaming and only done in very specific circumstances. Constantly shapeshifting terrain maybe. Though even then other methods are usually preferred when possible.

    • @ewinter9021
      @ewinter9021 Год назад +20

      Great explanation. Wanted to ask where did you learn about this topic? (A class or book perhaps? because as a wanna-be indie dev with no technical training i would love to begin researching things like this but it definitely doesn't seem like entry/gateway material and prob has tons of prerequisites to understanding lol).
      TLDR: How did you go about learning this information? And do you have any tips on resources that could be useful to learn or understand this in more depth for those getting started?

    • @turkym7md5
      @turkym7md5 Год назад +7

      @@ewinter9021 You can fire up a c++ project and start tinkering with OpenGL, look for an opengl c++ series or a book it would teach you alot about GPUs

    • @turkym7md5
      @turkym7md5 Год назад +7

      Another use case for updating a mesh every frame is for 2D batching, because every frame you have to resort and recalculate the batched sprites and send their mesh data to the GPU.

    • @bash0985
      @bash0985 Год назад +1

      @@ewinter9021 There are also some good books and video series' using Java instead of C++ which might be a bit more friendly to people who haven't dealt with it before. I personally recommend ThinMatrix's 3D engine series on RUclips and the book "Computer graphics programming in OpenGL with Java". They teach graphics programming from the ground up and are much lower level and in depth than anything you might do in Unity

    • @maximeumbra7235
      @maximeumbra7235 Год назад +9

      Pretty accurate description although the performance issues aren't "exactly" due to bad scheduling over which you get no control in the first place, big part is very poor bus performance with the number of commands sent but that isn't it alone either, on the GPU side large bottleneck also arises from warp under utilization when the commands are sent in a manner that don't use the full warp width, in addition say 10k commands to process isn't exactly a walk in the park within a common 5ms frame budget usually afforded for driving the rendering.
      The basic notion is damn good though and while the position data isnt necessarily uniform this does a good job to illustrate that if you have more than a dozen of anything you need to batch in one manner or another (method described here isn't the only one, you can also use constant buffers for direct pointers to the vert position buffers etc)

  • @level7feeders13
    @level7feeders13 Год назад +333

    1970: people in 2020 will have flying cars
    2021: in order to render grass you need grass

    • @Rudxain
      @Rudxain 9 месяцев назад +5

      This is why we need to touch grass

  • @AlexTuduran
    @AlexTuduran Год назад +119

    You could randomize the y-axis rotation, randomly darken it with a very low frequency noise for more color variation, use material ambient occlusion to further improve the definition of the grass, use an atlas of grass textures for even more variation, implement basic specular reflection for a more pbr look and some basic sub-surface scattering. Regardless, this is a nice explanation.

  • @joewilliams8286
    @joewilliams8286 2 года назад +263

    Best video I’ve seen on the topic, love how you give detail over the whole process and explain the theory behind it… gained a subscriber

  • @HKragh
    @HKragh Год назад +122

    Hi, fellow tech artist here: Overall nice look. I would add some additional effects. Grass should animate a little more in zones of related movements, and in waves.
    Then there is lighting. Calculate a standard fresnel effect (dot(pos-cam, viewDir) as uv in a fresnel LUT), and use the sky color as a tint where grass is seen very heads on. It will highlight the curves of the terrain. Also grass is a 3D structure in a vertical position, so calculating some light based on viewing direction (dot(pos-cam, lightDir)) would work wonders. As grass animates, it changes how it faces light, so could also do something here, to make it change lighting as it waves.
    Lastly: grass is shiny, so adding some soft specularity (again use the pos-camPos as a pseudo normal) is a nice final touch

  • @adelAKAdude
    @adelAKAdude Год назад +82

    That was surprisingly enjoyable to watch ... and informative ... Thank you !

  • @Ash_18037
    @Ash_18037 Год назад +76

    4:30 I don't think storing a huge buffer of positions on the GPU is by itself instancing. The way I understand it is if you have say a 50 vertex mesh and you need to draw this say 50,000 times, you could get the CPU to create a buffer of 50 vertices * 50,000 and submit that large buffer to the GPU. You would still only need to do that once because the grass does not move, so you incur the hit one frame only. However that still means you are using a large amount of GPU memory on repeated mesh data and also some performance as the GPU has to process that large buffer.
    So instead of duplicating all 50 identical (non-transformed) grass mesh vertices 50,000 times, why not simply store a single instance of the grass mesh vertices on the GPU, then get the CPU to create just a position (and possibly rotation, color vertices) for each 50,000 grass object instead of the full 50 vertex grass mesh. So instead of 50,000 * 50 * vertex_size you are submitting and storing 50,000 * vertex_size on the GPU (simplification but the general idea).
    The GPU still needs to process this 50,000 buffer but it is now much smaller using far less GPU memory and the GPU spends less time doing so. It then takes that single mesh instance and transforms it when rendering each instance to the correct location using the single vertex position data. Of course this means that GPU instancing is only useful for world objects such as grass where the mesh is identical for all instances. Providing a per instance rotation vector (and possibly color vector) can make this duplication much less noticeable.
    I've implemented exactly this for grass recently using Godot and the MultiMesh class it provides. docs.godotengine.org/en/3.5/classes/class_multimesh.html#class-multimesh

    • @HallyVee
      @HallyVee Год назад

      Can this be done for billboard trees at vast distances? ... er wait, billboard != mesh, is it :)

  • @AndreCastel
    @AndreCastel Год назад +18

    Just discovered your channel and it's exactly what I needed, so thank you for the great content. Please don't change 🙂 the low budget 2000s look and effects is a breath of fresh air. Keep up the good work.

  • @TacoTechnica
    @TacoTechnica Год назад +12

    Underrated stuff! Was looking into grass rendering and stumbling across this was very helpful, Gonna check out the rest of the grass stuff and also the rest of the channel since your presentation on topics is great!

  • @MrWaketeu
    @MrWaketeu 2 года назад +11

    Fantastic video ! I knew everything about instancing, but for an unknown reason, I stayed until the end of the video ! Please continue to make such great content

  • @antonynepgen2045
    @antonynepgen2045 Год назад +5

    I love the entire way that you explain everything, I honestly learnt enough that I will remember most of it while it was entertaining - I could watch these for fun for ages

  • @James-Calvin
    @James-Calvin 8 месяцев назад +2

    Another wonderful video, Acerola. I have seen this technique used before in games I've played. Your grass looks amazing! I love the yellowing effect you added related to the height. It's amazing!

  • @DreamPharaoh
    @DreamPharaoh 2 года назад +8

    That was great, thank you for all of the details too. I will be tackling this problem soon and so it was nice to have a direction on it.

    • @Acerola_t
      @Acerola_t  2 года назад +2

      Good luck! It's something I've been researching for quite awhile.

  • @buttforce4208
    @buttforce4208 Год назад +9

    Amazing video, I've been looking all over for something like this. Thanks so much for making it, GPU Adrien Brody!

  • @soul-candy-music
    @soul-candy-music Год назад +2

    I love everything about this video, lmao. Super knowledgeable, funky detective and retail store style beats, intriguing kitchen/living room ted talks - instant sub.

  • @gus3000spam
    @gus3000spam Год назад +2

    Cool video, chill and informative. I like your style !

  • @HuxleyCrimson
    @HuxleyCrimson 7 месяцев назад

    Top notch content man. We have some real added value information here, and it gets deep enough while clearly conveyed and staying at reach. Kudos to you. Instant sub.

  • @allepiccondor1166
    @allepiccondor1166 Год назад +1

    Great video man can’t wait to see more

  • @JoBot__
    @JoBot__ Год назад

    That quick recap on the previous video was very useful, and I got everything I needed. Thank you.

  • @aleningi96
    @aleningi96 Год назад +2

    Great video about gpu instancing. I'm getting into shaders rn and this was super useful!

  • @DarkDax
    @DarkDax Год назад +3

    Great video mate! Just started looking into shaders so this video was really informative. Some of that math might have gone over my head but still really enjoyable haha

  • @icedude_907
    @icedude_907 Год назад +6

    Just want to inform you that both me and a friend were recommended one of your videos today despite never seeing you before.
    This could be about to hit the algorithm.
    Watched a few of your vids now, extremely well done content

  • @KoshakiDev
    @KoshakiDev Год назад +5

    The editing is on point. I enjoyed the video as a casual viewer and also enjoyed it as a legitimate tutorial

  • @heyjakeay
    @heyjakeay Год назад +5

    Never would I have expected HuniePop and Kizumonogatari backing music to a technical topic like this

  • @johncreativeproducts5688
    @johncreativeproducts5688 2 года назад +2

    what a great video man! thanks so much!!

  • @jeffmcguire1599
    @jeffmcguire1599 Год назад

    Dope videos. Going back to watch others. Thanks for making this stuff!

  • @mariovelez578
    @mariovelez578 2 года назад +5

    This is an amazing video! I learned almost nothing because I already knew this stuff, but you explained it so well!

    • @Acerola_t
      @Acerola_t  2 года назад +3

      Thanks!
      The next 2 grass vids go into some more modern techniques.

    • @mariovelez578
      @mariovelez578 2 года назад +3

      @@Acerola_t Just did, commenting on all of them to help the algorithm

    • @Whatismusic123
      @Whatismusic123 Год назад +1

      dragon vale is a fire game

    • @mariovelez578
      @mariovelez578 Год назад

      @@Whatismusic123 Lol, yes it is!

  • @WizardsCode
    @WizardsCode Год назад +3

    Great work... learned alot. Thank you.

  • @wordydird
    @wordydird Год назад +5

    I just looked this up cause I was curious what the 2d plane grass was called, but this was really interesting and I learned a lot more than I expected.
    Cool stuff man, definitely gonna sub and watch more

  • @maribelmenese4845
    @maribelmenese4845 Год назад

    I really love how you put the music you use on the description

  • @towyan8187
    @towyan8187 Год назад +1

    Dude your voice with that BGM is addictively great. It helps me sleep lol

  • @voizeh7140
    @voizeh7140 Год назад +1

    Holy cow! Your channel are awesome! And also funny

  • @Buttered_Bread
    @Buttered_Bread 10 месяцев назад

    Super interesting stuff, real glad I came across ur vid!

  • @jarrednorris
    @jarrednorris Год назад +2

    glad this popped onto my recommended. Inspired me to work on some more code. Keep it up and enjoy 1 more sub!

  • @Kenji_195
    @Kenji_195 Год назад +1

    Videos like this really motivates me to keep experimenting with Unity, it was very interesting and fun to watch!!

  • @adiyn_
    @adiyn_ Год назад

    Best intro, amazing humor, cool nick, looking goo- i mean nice content quality, man i'm subscribing

  • @arsnakehert
    @arsnakehert Год назад

    Love how this video is very much a paper in video format, but not only that, in _interesting_ video format
    Thanks for making this! \o/

  • @sethhannah7191
    @sethhannah7191 Год назад

    This video style is hilarious! subbed :)

  • @joeypepperoni6078
    @joeypepperoni6078 11 месяцев назад

    I've been searching for this video for months even though I didn't know it existed. I feel like I've found a secret tome of knowledge in this video and your channel. Thank you Acerola!

  • @HarryTheLoser_
    @HarryTheLoser_ 10 месяцев назад +1

    Damn, this helped a lot, you definitely will blow up!

  • @EthanFilms
    @EthanFilms Год назад +1

    Amazing video!!! Subbed!

  • @19vangogh94
    @19vangogh94 Год назад +3

    I love this "Standing In Room Microphone sprinkled with animations" format, its so unique, you shouldn't loose it!

  • @CausticCatastrophe
    @CausticCatastrophe Год назад

    I really appreciate these videos. they are a breath of fresh air. :)

  • @DatBass
    @DatBass Год назад +1

    awesome video, i've always wondered how this was possible.

  • @RosemaryWilliams49fruits
    @RosemaryWilliams49fruits Год назад +1

    +1 for very informative. +sub for comedic style being on point.

  • @Korcunu
    @Korcunu Год назад

    Great video and great editing! Really useful info for me as a hobbyist gamedev although I understood only 10% and probably need to rewatch the video multiple times xD

  • @KaiMCGRPS
    @KaiMCGRPS Год назад

    i saw one vid by you and i'm currently binging your content, your videos are so cool

  • @TheHypnotistDK
    @TheHypnotistDK Год назад +1

    Awesome video! Keep going

  • @ghwii
    @ghwii Год назад +1

    As a game Dev, and also someone who really digs math and algorithms, you can't even begin to grasp how grateful I am RUclips randomly decided to recommend your channel. All of your videos I've seen are a gold mine. Absolutely awesome content!

  • @pcih6176
    @pcih6176 Год назад +3

    I loved your performance in "The Pianist"!

  • @PMARC14
    @PMARC14 Год назад +3

    The math was surprisingly easy, but what was crazy was the artistry in it by taking into account all the many properties to make it look nice.

  • @Tenetri
    @Tenetri Год назад +1

    cool vid dude, keep it up!

  • @QckSGaming
    @QckSGaming Год назад +1

    Excellent video, that's a sub!

  • @fredericklyle4001
    @fredericklyle4001 Год назад

    10/10 my new favorite youtuber. Needs more cowbell? no, needs more grass. (i'm here from your video about bad grass tutorials)

  • @2Fast4Youtube
    @2Fast4Youtube Год назад +2

    Okay, you got me with the recap.
    Subscribed forever now, you are stuck with me

  • @nguyenhoangminhtrung2779
    @nguyenhoangminhtrung2779 Год назад

    Thank you for these videos!

  • @ZettXXII
    @ZettXXII Год назад +1

    I learned a lot, thanks mate.

  • @EpicDragonfly
    @EpicDragonfly Год назад +1

    amazing video!!

  • @alice20001
    @alice20001 Год назад +1

    Yay! I'm the one from the future. Also, that's the swaggiest way to intro a video. LovedIt!

  • @stoneboi1395
    @stoneboi1395 2 года назад +1

    surprisingly high quality, hidden gem of a channel

    • @stoneboi1395
      @stoneboi1395 2 года назад

      My tips are to allow more head room in your IRL shots, but i loved the editing and the grass solurion was really cool

    • @Acerola_t
      @Acerola_t  2 года назад

      Thanks! I'll take that into consideration

  • @centur
    @centur Год назад +1

    good vid, subbed

  • @fluffycritter
    @fluffycritter Год назад +18

    Nice technique. A physical wind simulation could be done by doing some shaders that do a fluid dynamics simulation (e.g. water ripples) within a texture and then use lookups into the texture to determine the sway amount. I've also seen some really clever techniques of using the depth buffer of a camera pointed down on the environment to drive the fluid dynamics based on objects moving around (for example, having large gust-of-wind objects that are only rendered on the dynamics sim texture).

    • @kitkittsy
      @kitkittsy Год назад

      My immediate thought when animation was brought up was that the sin of the x/z positions of the grass would be used to emulate waves of wind. Perhaps not as accurate as a simulation, but trivially different to implement than height-frequency method used here?

  • @meerkat22
    @meerkat22 Год назад +1

    Strangely perfect explanation!

  • @mariocamspam72
    @mariocamspam72 Год назад +1

    really nice explanation of a difficult concept

  • @INeatFreak
    @INeatFreak 2 года назад +2

    Thanks for this superior tutorial.

  • @zerosick
    @zerosick 2 года назад +2

    liked the monogatari references
    subbed

  • @emiel333
    @emiel333 Год назад

    Awesome. ❤. I’ve subscribed

  • @sethcarson2201
    @sethcarson2201 Год назад

    That quick rundown on Dynamic Details was genuinely the cherry on top

  • @realPowerPaul
    @realPowerPaul Год назад +2

    Thank you for explaining and sharing in detail! First video I found from you and I look forward to check out your channel later. You earn more subs and if you are consistent, I'm pretty sure you will get them! Stay tuned!

  • @MikolajZMiasta
    @MikolajZMiasta Год назад

    Great video, thank you a lot!

  • @Ugric
    @Ugric Год назад +3

    This video is really enjoyable, well made and easy to understand! :)
    Wouldn’t be surprised if you got really popular soon!

  • @dyna6460
    @dyna6460 Год назад

    I love the way you explain things thanks you

  • @a_random_person_
    @a_random_person_ Год назад +2

    That was a great video. Even gave me motivation to look at real grass to compare realism

  • @lukapogo
    @lukapogo Год назад

    Great video!

  • @user-xe6wc8yt7u
    @user-xe6wc8yt7u Год назад +1

    That’s cool video!

  • @lvsas
    @lvsas 2 года назад +2

    realy good video :)

  • @copycatlyn
    @copycatlyn 9 месяцев назад

    i have no idea how i found you, but i am happy you're did. no clue what you're saying either. this is just great :) not due to your explaining, but due to my stupid and ignorance.

  • @yuukil5522
    @yuukil5522 Год назад +1

    Your channel is like the brutal moose of video game design like same humor and same quality

  • @TreesPlease42
    @TreesPlease42 8 месяцев назад

    This is cool, thanks!

  • @user-db9do2hi7b
    @user-db9do2hi7b 7 месяцев назад

    Man youre awesome, thanks

  • @AntonBryzghalov
    @AntonBryzghalov Год назад

    That's just awesome!

  • @bluebaby30
    @bluebaby30 Год назад

    Great video, P3 music was the cherry on top

  • @idontlikethis980
    @idontlikethis980 Год назад +1

    I am indeed watching this in the future
    Thank you for addressing this matter

  • @danielalva2
    @danielalva2 2 года назад +2

    great video

  • @steppe7369
    @steppe7369 2 года назад +7

    good video :)

  • @braydon62509
    @braydon62509 Год назад +1

    This is awesome

  • @RamonAlonsoLopezMartinez
    @RamonAlonsoLopezMartinez Год назад

    Finally a channel where an actual expert (... or person in the field?) is teaching things.

  • @billzoaiken
    @billzoaiken Год назад

    Comment for the YT algorithm and to say thanks for the great content!

  • @menacingskull740
    @menacingskull740 Год назад +1

    i think this channel needs more subs and views

  • @cineural
    @cineural Год назад +1

    *a wild new subscriber has appeared*

  • @six-sided-matrix
    @six-sided-matrix Год назад +2

    This dude sounds like his boss told him to make a video but sound enthusiastic about it

  • @cipriancristian9933
    @cipriancristian9933 Год назад +8

    Final thing looks so cool!
    However, shouldnt the grass follow the same direction while it is blown by the wind? I dont mean all the plane having the same direction direction. I mean just similarities in direction per small regions

  • @kylejennings819
    @kylejennings819 2 года назад +14

    As an artist with little code experience longing for a powerhouse grass setup. I would love to see an in depth tutorial including code

    • @Acerola_t
      @Acerola_t  2 года назад +17

      Unfortunately I don't have much interest in doing coding tutorials, I prefer focusing on theory and leaving the rest as an exercise for the reader. This is mainly because when I was learning, I noticed a sheer lack of theory focused graphics content.
      The core of this implementation is compute shaders which I learned from this great tutorial:
      kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html
      Additionally my source code is in the description, it is a little messy but referencing it and reading documentation on functions you aren't familiar with should be able to get you there.

  • @ThatPawikBoy
    @ThatPawikBoy Год назад +1

    I love you Sir, thank you so much.

  • @grochlin7106
    @grochlin7106 2 года назад +2

    I had to watch the peepotalk part twice at two different speeds just to half-understand it. good video :)

    • @Acerola_t
      @Acerola_t  2 года назад

      something something trig functions and conditional logic based on localized variance

  • @tugzzcouncil485
    @tugzzcouncil485 Год назад +1

    amazing video

  • @manuelsalgado9855
    @manuelsalgado9855 Месяц назад

    dude, you are my hero

  • @Gilesone1989
    @Gilesone1989 Год назад +1

    Interesting video to understand what's going on behind the scene

  • @socks2441
    @socks2441 Год назад +4

    fascinating. its so clever how this stuff works. i feel like the grass could do with some better textures though. also, i dont know how hard it would be to add shadows to them but that would look amazing too. probably completely tank performance though, unless you could bake the shadows and animate them swaying with the wind along with the grass etc.

  • @vertexvendor
    @vertexvendor Год назад

    those are very solid advises