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Jeremy Moore (Tech Lead 3D Programmer, Ubisoft)
Location: Room 22, North Hall
Date: Wednesday, March 21
Time: 5:00pm - 6:00pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: Video
Audience Level: Intermediate
The talk will describe in detail the terrain rendering systems that have been developed in the production of 'Far Cry 5'. This session will cover the GPU compute pipeline used for LODing, culling, stitching and rendering the height field terrain. It will also describe the optimizations used to efficiently render the terrain at all distances. Finally, the speaker will describe how the terrain rendering architecture supports other production components, including procedurally generated cliffs and displacement geometry, to help to create a large and realistic open world.
Attendees will learn how to implement terrain LODing, culling and stitching within a pure GPU pipeline. They will also take away details of several new techniques used to optimize the shading of terrain.
The talk is intended for programmers or technical artists who have an interest in developing large open world rendering systems for game production. A basic knowledge of shaders and graphics compute algorithms is required.