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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

Enhancement of Particle Simulation Using Screen Space Techniques in 'The Last of Us Part II'

Artem Kovalovs  (Graphics & Game Programmer, Naughty Dog, LLC)

Date: Wednesday, July 21

Time: 9:40am - 10:40am

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

This session describes new techniques developed during production of The Last of Us Part II. These techniques allow for creation of dynamic effects that simulate on the surface of static and moving geometry. In addition, the new methodology allows for translation of 3D world space positions into character UV space and back, opening the door for dynamically simulated effects on geometry, but written into render targets, or driven by underlying texture information.
While providing realistic simulation on complex geometry, these techniques utilize screen space information, making them affordable within strict performance requirements of games.

Examples of this include: snow falling onto moving surfaces and sticking to them, dynamic water drips simulating on moving characters, dynamic blood simulation and custom behaviors for cloth vs skin surfaces, and others. The examples will be presented along with algorithms on how they were achieved.


This session is meant to inspire the game developer community with possibilities of new effects previously not achievable due to performance constraints and solution complexity.
Attendees will learn of the techniques used in the award winning game, and be able to take advantage of the new methods in the future.

Intended Audience

This session is meant for programmers and technical effects artists. While there will be some in-depth technical information presented, the concepts themselves used will be relatable to engineering and effect disciplines.