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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Large Scale GPU-Based Skinning for Vegetation in 'Alan Wake 2'

Kiyavash Kandar  (Graphics Programmer, Remedy Entertainment)

Location: Room 2016, West Hall

Date: Wednesday, March 20

Time: 10:30 am - 11:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

Alan Wake 2's forests and vegetation of the Pacific Northwest carry the atmosphere of the horror survival genre almost like a character on their own.

This talk showcases Remedy's new GPU-based skinning pipeline, built to handle detailed and dense environments that are mostly comprised of dynamically animated vegetation geometry. To match the team's ambitions in geometric fidelity and complexity of motion, they also developed a new GPU-based animation system that could animate skeleton rigs at runtime via compute shaders.

The talk provides a look under the hood at the techniques used to hit performance targets, create feature rich systems for artists, and enable full representation in the Northlight engine's raytracing implementation.

Takeaway

Attendees will get an insight into the design decisions and implementation details surrounding a high-fidelity GPU-based animation system built to scale.

The presented material will give references for understanding, assessing, and designing similar systems for their own needs.

Intended Audience

This is for VFX and technical artists, rendering programmers, those with a background in games and game technology, proceduralism and shader enthusiasts. Prior knowledge and experience in related subjects is recommended.



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