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.

Precomputed Global Illumination in Frostbite


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: TBD

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.


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.