~/talk

True Photorealism in Real-Time

Talkat GDC 2017 · 2017-02-27..03-03· [creative-coding]
slides:none on file

A McLaren car configurator runs in Unreal Engine 4 at ~9 million polygons and demonstrates how to get crisp, photoreal reflections by raising reflection capture resolution from 128 to 1024 cube faces (per-face cube maps, roughly a 6K wrap) at a ~384× memory cost, switching GBuffer to 16-bit per-channel normals, enabling High Precision tangent bases, and turning on the dual normal clearcoat (second normal) for layered carbon‑fiber and clearcoat speculars; an Automotive Material Pack with these shaders is available free on the Unreal Engine Marketplace.

AI-written summary · about

  1. 0:00Introduction to photorealism
  2. 1:22The McLaren car configurator
  3. 5:36High-resolution reflections
  4. 9:34High-precision mesh normals
  5. 12:54Dual normal for materials
  6. 17:32Automotive material pack
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