GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'

Speakers:

Ronan Marchalot (Lead Engine Programmer, Quantic Dream)

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

'Detroit: Become Human' is a Playstation 4 exclusive title currently in development at Quantic Dream. In this talk, Lead Engine Programmer, Ronan Marchalot, will present the evolution of Quantic's engine from Playstation 3 to Playstation 4. He will give an overview of Quantic's rendering technology, how the engine is integrated in Maya and how artists produce materials. He'll cover the switch from deferred lighting to cluster forward lighting, what the benefits are and how his team addressed the issues they met. He'll also take a look into how they implemented temporal anti-aliasing, and how they used it to improve some features such as SSR, SSAO, PCF shadows, skin subsurface scattering and volumetric lighting.

Takeaway

Attendees will better understand how useful cluster forward rendering and temporal anti-aliasing can be.

Intended Audience

The talk targets graphics programmers and technical artists.