Zhenyu Mao (Principal Software Engineer, LIGHTSPEED STUDIOS)
Kui Wu (Senior Research Scientist, LIGHTSPEED STUDIOS)
Location: Room 301, South Hall
Date: Monday, March 20
Time: 9:30 am - 10:30 am
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: Intermediate
Water is an essential element in video games, particularly in open-world games. In the past, most solutions relied on pre-generated meshes for rendering and flow maps from offline fluid simulators. In contrast, real-time fluid simulation is rarely used and requires a top-of-the-line GPU to achieve the task.
In this session, Zhenyu Mao and Kui Wu from LIGHTSPEED STUDIOS will present Photon Water System, an in-house unified solution for rendering and simulating large water bodies in open-world games. Their solution enables both pre-computing and simultaneous updating of water data (height, velocity, and foams) based on physical equations. This data is converted into an adaptive water mesh on the fly for real-time rendering. Several advanced water rendering techniques, such as CDLOD, are also used for acceleration. An in-depth discussion of the solution's application will be provided.
Takeaway
Attendees will be presented with a unified solution for the creation of large water bodies in open-world games, a set of beneficial tools for artists to produce high-fidelity water scenes, and a demonstration of their application.
Intended Audience
This is intended for game designers and artists seeking guidance and solutions related to the rendering and real-time simulation of water in video games.