at 7:15 in this video
He says it's grid free, you can download the demo to play with the balls and in some worlds you can move the balls anywhere you want, no walls
at 7:15 in this video
He says it's grid free, you can download the demo to play with the balls and in some worlds you can move the balls anywhere you want, no walls
Volume Tiled Resources. Same as in this demo:
Here's a slideshow: http://developer.download.nvidia.com/assets/events/GDC15/Dunn_Alex_SparseFluidSimulation.pdf
Volume Tiled Resources. Same as in this demo
Well that's a whole lot less exciting than I was imagining.
Looks like it boils down to in-driver support for sparse virtual textures?
Or the memory controller hardware: 64bit address space, several different choices in page size, ability to gracefully handle page-not-mapped HW exceptions, ability for texture samplers to return a page-miss boolean, etc, which allows drivers to implement "tiled resources", which allows games to implement HW-accelerated SVT :)Looks like it boils down to in-driver support for sparse virtual textures?
This is still a complex system to construct!
Yeah. Looks like the only piece of it that is truly new is the ability to sample out of bounds and get a zero value?
Everything else it seems you could emulate (albeit probably not with sufficient performance) with SVT and mixing texture dimensions.