GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.

Precomputed Global Illumination in Frostbite

Speaker:

Yuriy O'Donnell (Rendering Engineer, Electronic Arts)

Location: Room 3020, West Hall

Date: Thursday, March 22

Time: 4:00pm - 5:00pm

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

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

This talk describes the static GI technology developed at Frostbite for 'FIFA', 'Madden', 'Battlefront' and future games. The speaker describes three techniques used by Frostbite GI renderer: path tracing, spherical harmonics lightmaps and efficient lightmap packing algorithm.

Takeaway

Attendees will learn about several techniques used in Frostbite to achieve high quality static global illumination: tips and tricks for path tracing lightmaps, high quality static lighting using spherical harmonics and efficient lightmap packing algorithm.

Intended Audience

The session is intended for graphics programmers, lighting and technical artists. Familiarity with global illumination techniques and associated problems is required.