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

Speaker:

Ronan Marchalot (Lead Engine Programmer, Quantic Dream)

Location: Room 2005, West Hall

Date: Thursday, March 22

Time: 10:00am - 11:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

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'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.