~/talk

High definition render pipeline, shader graph, GPU-based progressive lightmapper

Talkat Game Developers Conference 2018 · 2018-03-19..03-23· [game-development]
links:none on file
slides:none on file

Demonstration shows the HD Render Pipeline with Shader Graph, photogrammetry assets and Quixel Megascans powering the Book of the Dead level running at 30 FPS on PlayStation 4 Pro. Realtime features include area lights (cost ≈2× a spotlight without shadows), volumes, decals, tessellation/displacement, layered materials, subsurface scattering (including a Disney Burley option) and multiple-scattering specular. The GPU progressive lightmapper is a GPU path tracer that bakes millions of texels using hundreds of millions to billions of rays in seconds for rapid iteration.

AI-written summary · about

  1. 0:00Project and photogrammetry intro
  2. 1:48High-definition render pipeline overview
  3. 3:54Lighting consistency with HDRP
  4. 5:59Debug modes for lighting
  5. 8:47Post-processing and interactive effects
  6. 10:55Decals and tessellation in HDRP
  7. 12:18Shader Graph for materials
  8. 13:43Translucent and subsurface scattering
  9. 15:30Specular response and advanced materials
  10. 17:40Film-quality character rendering
  11. 19:37Book of the Dead demo on PS4
  12. 21:49GPU lightmapper intro
  13. 22:33GPU lightmapper features
  14. 25:26Summary and call to action
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.