GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Indirect Lighting Pipeline of 'God of War'

Josh Hobson (Lead Rendering Programmer, Sony Santa Monica Studio)

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

Topic: Programming, Production & Team Management

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

This talk covers the end-to-end indirect lighting pipeline and techniques used in 'God of War'. Gain insight into the motivation behind moving to a unified volume-texture based solution for indirect lighting of environments, characters and volumetric effects. Learn how moving to an in-game GPU based baker allowed rapid iteration for lighting artists by providing progressive results in real-time. This talk includes technical deep-dives into how indirect lighting is described and applied as well as how the light baking process is implemented on the GPU and how it integrates into Santa Monica Studio's proprietary engine.


Attendees will leave with a high-level understanding of the indirect lighting pipeline as well as in-depth details of the specific techniques used for it in 'God of War'.

Intended Audience

This talk is intended for rendering programmers and tech artists with a basic understanding of lighting theory and rendering techniques.