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封闭式水模拟与渲染.pdf

上传人: 柒柒 编号:1099625 2026-01-25 49页 10.03MB

1、Simon Ren StempfleJunior Programmer Keen Games since 2023IntroductionAndreas MantlerSenior Graphics Programmer Keen Games since 2024What is Enshrouded?IntroductionWhat is Enshrouded?IntroductionIntroductionWhy Water?Introduction Requirements Dynamic/Simulated Work with dynamic 3D voxel based world G

2、ameplay interactions:Players,NPCs,Enemies,Fire,Believable and Predictable Movement Soft Real-Time Fixed memory budget Multiplayer(authoritative server,replication)IntroductionState of the Art Most games have static 2D planar water surfaces Even close relatives:Teardown,Valheim,Simulated water is usu

3、ally limited Hydrophobia,From Dust,7 Days to Die:2.5D simulation Minecraft:Voxels expand by limited distance Academic Research usually too fine-grained/cost intensive and not client-server readyIntroductionIntroductionSimulation ColumnsSimulation Bottom&Height Fluid section Displacement section Terr

4、ain/buildings/blockerSimulation ColumnsSimulation Bottom&Height Fluid sections Displacement sections Terrain/buildings Stackable!Simulation-ColumnsSimulation ChunksSimulation TODO:Editor debug view of simulated&replicated chunksSimulationRendering Water Focus here is GPU Representation and Surface P

5、henomena For(water)volumetrics please check out Philipp Krauses talk:“The Fog is Lifting,Volumetric Rendering in Enshrouded”For more(water?)VFX tech insights theres Lukas Fellers talk:“Lessons learned from shipping a GPU Particle System”RenderingFrom Columns to Voxels System dependency:Renderer-Wate

6、r Simulation Client Everything voxelized here Fetch queued“dirty boxes”each frame to trigger updates Dirty boxes are 3D voxel bounding boxes Simple interface:RenderingData ConsiderationsObservations:Way too many 0.5m voxels in a 10k x 10k x 4k world Most voxels are either completely empty or complet

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1. **动态3D体素水模拟**:基于列(Columns)和区块(Chunks)系统,支持玩家、NPC、敌人等交互,固定内存预算,服务端权威。 2. **GPU优化渲染**:将体素转换为稀疏SDF(符号距离场)网格,使用“砖树”(Brick Tree)结构(6x6x6 SDF值,512字节/块),分区管理以提升性能。 3. **水面特效**:包括波浪(程序化FBM噪声)、涟漪(2D投影模拟)、流动映射(基于SDF梯度和风向),以及折射/反射(SSSR+世界光线回退)。 4. **性能数据**:RTX 4060 Ti@1440p,高预设下平均耗时:砖树更新190μs、水面缓冲180μs、反射870μs,总渲染约2.5ms。 5. **内存占用**:砖树节点池20MB、SDF页表64MB、海岸线页表32MB,表面缓冲15MB(半分辨率)。
**水如何渲染?** **动态水模拟难点?** **水面特效如何实现?**
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