@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
The two companies will be collaborating on creating simulated environments for AI training.
DeepMind is one of the most fascinating companies out there. Their current focus is ‘solving artificial intelligence’, by creating really smart thinking systems, by making them play games. They’ve already created AIs, that can play Go and Space Invaders, but they’re always striving for more. This year they’ve partnered with Unity Technologies for a very exciting project.
Apparently, DeepMind has selected Unity as the primary research platform for creating complex virtual environments, that will enable the development of algorithms capable of learning to solve complex tasks.
“Unity is no stranger to forging thought-leadership in the AI field. A year ago, we introduced and open sourced the ML-Agents Toolkit to enable machine learning researchers to study complex behaviors using Unity and provide game developers with the latest machine learning technologies. In combination with the ML-Agents toolkit, Unity is quickly becoming the platform of choice for the development of intelligent agents.”
Danny Lange, Unity
Last year there was a separate paper published, detailing how to use the Unity platform to create and leverage simulation environments that are rich in sensory and physical complexity, provide compelling cognitive challenges, and support dynamic multi-agent interaction.
We hope that work with these environments will eventually help DeepMind to accelerate the research of AI, so we could finally welcome out robotic overlords on Earth!