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Frostbite GPU Emitter Graph System

Speakers:

Sebastien Hillaire (Sr. Rendering Engineer, Frostbite EA)

Anders Egleus (Sr. VFX Artist, EA DICE)

Location: Room 3005, West Hall

Date: Friday, March 23

Time: 10:00am - 11:00am

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

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: All

This session will present Emitter Graph, Frostbite's new graph based GPU particle system. This talk tell the story and approach the Frostbite team took while developing a new GPU and graph based emitter authoring system. Details will be given about the challenges of having to support a wide variety of games and how they have been addressed using data driven approaches. Workflow (graph, data), and technology (shader generation, memory management, sorting, rendering) will be detailed and discussed. Last but not least, the design and art process behind 'Star Wars Battlefront 2' visual effects will be presented. Ideas and approaches on how to take advantage of such a tool in real-time will be detailed.

Takeaway

Attendees will learn about technical design of Frostbite's new GPU emitter system and tools. They will also learn about how the tool set was used by visual effects artists during the production of 'Star Wars Battlefront 2'.

Intended Audience

The intended audience consists of intermediate to advanced rendering engineers and visual effects artists. For engineers, knowledge of the GPU is beneficial. For artists, some knowledge of graph based workflows, e.g. Houdini, Nuke, graph based material editors etc, is a plus.