Paolo Surricchio (Senior Staff Rendering Programmer, Santa Monica Studio)
Location: Room 301, South Hall
Date: Monday, March 20
Time: 1:20 pm - 2:20 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
Peek behind the curtain at the decision-making process that led the rendering team at Santa Monica Studio to rewrite their snow displacement solution.
Dive into the technical details of the previous and current solutions, showing and comparing limitations of the previous and new systems, how and why each component is developed, and what problems they solve. See the visual breakdown of how each part contributes to the final image, and how artists interface with the system.
Through examples, understand how it's possible to design and implement reusable rendering components—while both solving a specific problem and leaving the door open to future changes.
Takeaway
Attendees will learn how to design and implement components for rendering systems that solve a specific problem with a certain degree of futureproofing—through the analysis of the full rewrite of a dynamic displacement system in a AAA production.
Intended Audience
This is for any game engineer, artist, or tech-artist interested in gaining a deeper understanding in how rendering systems in AAA games can evolve and why. Basic rendering techniques and architecture knowledge is not required, but will help in better understanding all the parts of the system.