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.
Yibo Liu (Senior Technical Artist, Playground Games)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Programming, Visual Arts
Vault Recording: Video
Audience Level: Advanced
With 'Forza Horizon 4', Playground Games has developed a novel Physically-Based Calibration (PBC) pipeline based on spectrophotometry to match game appearances of nearly 900 real-world automotive paint materials with unprecedented accuracy. Overcoming a major challenge in computer graphics, the new method is inspired by the color management technologies in the automotive industry and can be easily adopted to a wide range of material representations in a variety of rendering systems.
Rooted in previous studies in spectrophotometry and colorimetry, the new calibration method scientifically eliminates most systematic errors in material reproduction and can reliably find the most optimal shading model inputs accurately reproducing the real-world 'ground truth' material appearances. The new Physically-Based Calibration technology is believed to be a significant breakthrough. It carries important implications for the future of accurate material reproduction in virtual environments.
Attendees will gain first-hand knowledge on the new Physically-Based Calibration (PBC) technology pioneered by Playground Games for achieving exceptionally accurate materials in game.
Rendering engineers, lighting/material/technical artists, and computer graphics researchers will all benefit from the presentation, especially those interested in photorealistic rendering. It is recommended for attendees to have a general understanding of the concepts behind Physically-Based Rendering (PBR).