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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

Technical Artist Summit: Real Time Level Surface Volumetric Simulation Reductions

Russell Campbell  (University Computer Science Instructor, Vancouver Island University)

Eli Landa  (VIU)

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: N/A: I would like to deliver a virtual presentation only

New results of volumetric simulations typically involve rendering times that are beyond the reach of using their effects in real-time graphics. Visualizing the particles and fluid surfaces with level surfaces provides a way to reduce the computations needed so that it is still possible to see other geometries interact to maintain realism of substance with depth, where most other approaches increase efficiency at the cost of depth or other properties.

Takeaway

Visual effects artists will be able to apply newer volumetric simulations in shader programming with techniques for reducing real-time computations. Players will be able to enjoy more immersive fluids, gases, and other volumetric effects by applying the techniques presented in this talk.

Intended Audience

Visual-effects artists and simulation programmers.