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Advanced Graphics Summit: From 'Rome 2' to 'Warhammer 3': A trip down the VFX Rendering Pipeline

Wittacat Keawcharoen (Senior Graphics Programmer, The Creative Assembly Ltd)

Location: Room 303, South Hall

Date: Monday, March 16

Time: 9:30am - 10:30am

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

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: All

Creative Assembly's award-winning Total War series has been at the forefront of strategy gaming for the last decade. Creating a visual-rich world for a grand strategy game has never been easy, the demanding number of objects in the scene comes with its own set of challenges especially when the aim of the game is to provide the fluid gaming experience with an almost unrestricted freedom movement for the player when monitoring the Battlefield.
This session presents the challenges and evolution of Creative Assembly's VFX Rendering Pipeline throughout the years with particular emphasis on how we designed our Particles Simulation/Rendering system, so we can tackle the classical constraints of the Transparent Object Rendering problem and achieving the goal of how to make the best use of GPU features available to get to the sweet spot between visual quality and performance. The techniques detailed range from Sorting to OIT Solutions using Compute Shader, from Research papers to Production Ready.

Intended Audience

Audience level: All.