Is it possible to dial up the quality level in Unity 5 high enough to make high-end architectural visualizations?

是否可以将Unity 5中的质量级别提高到足以进行高端建筑可视化的程度?

In response Alex Lovett aka @heliosdoublesix built this gorgeous architectural visualization demo in Unity 5.

作为响应,Alex Lovett又名@heliosdoublesix在Unity 5中构建了这个华丽的建筑可视化演示。

演示地址

It makes good use of the real-time global illumination feature, physically based shading, reflection probes , HDR environment lighting, the linear lighting pipeline and a slew of post-effects all in order to achieve the necessary visual fidelity expected in an architectural visualization.

它充分利用了实时全局照明功能, 基于物理的阴影 , 反射探针 ,HDR环境照明,线性照明管线以及一系列后期效果,以实现建筑可视化中所需的必要视觉保真度。

The aim was to push for quality, so very high resolution textures were used and the model has just over 1 million faces.

目的是追求质量,因此使用了非常高分辨率的纹理,并且该模型的面Kong刚好超过一百万。

(There is no baked lighting in this scene)

The first part of the demo has a fast moving sun. The second part has more localized lighting; a spot light from a fellow maintenance robot lights up the environment in addition to the headlight of the robot the viewer is piloting. In both parts there is considerable environment lighting.

演示的第一部分有一个快速移动的太阳。 第二部分具有更多局部照明; 除了观众正在驾驶的机器人的头灯外,来自其他维护机器人的聚光灯还可以照亮环境。 在这两个部分都有相当多的环境照明。

Due to how the scene is laid out, there is a lot of bounced lighting and also quite distinct penumbrae caused by indirect lighting. For example, the v-shaped columns cast a very sharply defined indirect shadow onto the ceiling, which is especially visible in the night time part of the video.

由于场景的布局方式,存在很多反射光,以及间接照明引起的明显的半影。 例如,V形柱将非常清晰定义的间接阴影投射到天花板上,在视频的夜间部分尤其明显。

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(Using high resolution real-time lightmaps)

When the lighting changes, these penumbrae and the overall lighting gradients have to change significantly. In order to do this with global illumination, the Enlighten powered real-time lightmaps feature was employed. Traditionally, Enlighten is used in-game at relatively low resolutions (1-2 pixels per meter). This works well because the bounced lighting is generally quite low-frequency.

当照明改变时,这些半影和整个照明梯度必须显着改变。 为了实现全局照明,采用了Enlighten供电的实时光照贴图功能。 传统上,Enlighten在游戏中以相对较低的分辨率(每米1-2像素)使用。 这很好,因为反弹的灯光通常是很低频的。

In this demo, a much higher density is used to capture the fine details in the lighting. An overall density of 5 pixels per meter was used. There is about 1.5 million texels in the real-time lightmaps in total. In the resolution screenshot below you get a sense of the density in relation to the scene size.

在此演示中,使用更高的密度来捕获照明中的精细细节。 使用的总密度为每米5像素。 实时光照图中总共约有150万像素。 在下面的分辨率屏幕快照中,您可以了解与场景大小有关的密度。

At this resolution, the precompute time spent was about 2.5 hrs. The scene is automatically split into systems in order to make the precompute phase parallelizable. This particular level was split into 261 systems. The critical path through the precompute (i.e. the sum of the most expensive job in each stage along the pipeline) is about 6 minutes. So there are significant gains to be made by making the precompute distributed. And indeed going forward, one of the things we will address is distribution of the GI pipeline across multiple computers and in the cloud. We will look into this early in the 5.x cycle.

在此分辨率下,花费的预计算时间约为2.5小时。 场景会自动拆分为多个系统,以使预计算阶段可并行化。 该特定级别分为261个系统。 通过预计算的关键路径(即沿管道的每个阶段中最昂贵的工作的总和)约为6分钟。 因此,通过使预计算成为分布式可以极大地提高收益。 确实,未来,我们要解决的问题之一是在多台计算机之间以及在云中分配GI管道。 我们将在5.x周期的早期对此进行研究。

See geometry, GI systems and real-time lightmap UV charting screenshots from the Editor below:

在下面的编辑器中查看几何图形,GI系统和实时光照贴图UV图表截图:

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(Interactive lighting workflow)

Once the precompute is done, the lighting can be tweaked interactively. Lights can freely be animated, added, removed and so on. The same goes for emissive properties and HDR environment lighting. This demo had two lighting rigs; one for the day time and one for the night time. They were driven from the same precompute data.

一旦完成了预计算,就可以交互地调整灯光。 可以自由设置灯光的动画,添加,删除等。 发射特性和HDR环境照明也是如此。 该演示有两个照明设备。 一个用于白天,一个用于夜间。 它们是由相同的预计算数据驱动的。

“我能够移动一天中的太阳/时间并更改材质颜色,而无需重新烘烤任何东西。 我可以实时播放并尝试组合。 对于像我这样的设计师,迭代的工作不仅更加轻松快捷,而且更加有趣。” Alex Lovett说。 (“I’m able to move the sun / time of day and change material colors without having to rebake anything. I can play with it in real-time and try combinations out. For a designer like me, working iteratively is not only easier and faster, but also more fun,” says Alex Lovett.)

Lighting 1.5 million texels with Enlighten from scratch takes less than a second. And the lighting frame rate is decoupled from the rendering loop, so it will not affect the actual rendering frame rate. This was a huge workflow benefit for this project. Interactive tweaking of the lighting across the animation without interruption drove up the final quality.

从头开始使用Enlighten照明150万像素,不到一秒钟。 并且照明帧速率与渲染循环解耦,因此不会影响实际的渲染帧速率。 这是该项目的巨大工作流程收益。 动画中的照明交互调整不间断地提高了最终质量。

To make this a real-time demo, some rudimentary scheduling of updating the individual charts would have to be added, such that visible charts are updated at real-time, while occluded charts and charts in the distance are updated less aggressively. We will look into this early in the 5.x cycle.

为了使它成为实时演示,必须添加一些更新单个图表的基本计划,以使可见图表可以实时更新,而被遮挡的图表和远处的图表更新程度较小。 我们将在5.x周期的早期对此进行研究。

(Acknowledgements)

A big thanks to Alex Lovett owner of shadowood.uk. He has been tirelessly stress testing the GI workflow from when it was in alpha. Also thanks to the Geomerics folks, especially Roland Kuck.

非常感谢shadowood.uk的所有者Alex Lovett。 他一直在不懈地对GI工作流程进行压力测试(从Alpha版本开始)。 也要感谢地理专家 ,特别是Roland Kuck。

The following Asset Store items were used. SE Natural Bloom & Dirty Lens by Sonic Ether, Amplify Motion and Amplify Color by Amplify Creations.

使用了以下资产商店项目。 SE自然绽放和肮脏的镜头的音速醚 , 放大运动和放大色彩的创造 。

翻译自: https://blogs.unity3d.com/2015/02/24/gorgeous-arch-viz-in-unity-5/