Agenda
Micropolygon Rendering in 'Anvil'
Nanite introduced Virtualized Geometry technology, which has seen increased adoption and interest. This technology enables studios to render higher fidelity assets, eliminate undesirable level-of-detail popping, and streamline artist workflows by removing the need to manually generate LOD meshes. Ubisoft developed Micropolygon, our own virtualized geometry solution for the Anvil engine which first shipped in Assassin's Creed Shadows.
This presentation shares practical challenges, details and solutions encountered while implementing Micropolygon for a vast open-world game. The talk covers in particular Rasterization improvements, Deferred Material system extensions and GPU-driven streaming architecture.
Takeaway
Attendees gain deep understanding of practical challenges when implementing Virtualized Geometry for Anvil engine. The presentation offers insights on rasterization optimizations, integrating with existing material pipelines, GPU-based streaming solutions, and culling improvements. Profiles and implementation details are shared as well as reasoning behind the choices.
Intended Audience
The target audience are rendering engineers interested in Virtual Geometry techniques, streaming systems and GPU optimization in general. Reading "Nanite a Deep Dive" from Siggraph 2021 would be a recommended read prior to attending this presentation.