Fei Ling (Lead Engine Programmer, Tencent Technology Inc.)
Frei Zhang (Senior Engine Programmer, Tencent Technology Inc.)
Location: Room 2010, West Hall
Date: Tuesday, March 21
Time: 5:30 pm - 6:30 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
In this session, Fei Ling and Frei Zhang will tackle the challenging problem of LOD assets generation for mobile games which run on devices with a wide variety of computational capabilities—arguing that directly minimizing image space rendering loss is crucial to LOD asset quality.
This presentation will introduce a novel and unified way of game assets fitting and generation, the whole pipeline is built on top of an in-house Hybrid Differentiable Renderer called Mythal which combines both rasterization and ray-tracing, taking the advantage of their respective strengths—speed and realism. Armed with Mythal, they can calculate the image loss between reference rendering and LOD rendering, because the whole rendering pipeline is differentiable they can backpropagate the gradients for different rendering stages' attributes, and finally to interested game asset parameters, and then update these parameters with gradient-descent-based optimization methods.
They will dive into several LOD generation applications which make their game Honor Of Kings (HOK) run efficiently on mobile devices with diverse hardware specifications, these applications include baked LOD of PBR shading, auto LOD skinning, auto mesh simplification, visibility baking, and more.
Takeaway
Attendees will gain insight into what is Differentiable Rendering, and how Hybrid Differentiable Rendering is implemented. In addition, attendees will learn how Differentiable Rendering can help game engineers develop a unified pipeline to generate high-quality LOD assets to boost their games' running efficiency.
Intended Audience
This is for developers of mobile games who want to make high-quality LOD assets to make their games run more efficiently and take up less device storage, as well as game engineers who are interested in differentiable rendering technology. Cursory knowledge of rendering technology is recommended.