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