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.
Robin Taillandier (Senior Software Engineer, Electronic Arts)
Location: Room 2016, West Hall
Date: Wednesday, March 20
Time: 3:30 pm - 4:30 pm
Pass Type: All Access Pass, Core Pass - Get your pass now!
Vault Recording: Video
Audience Level: All
This talk will present Warp, a new GPU compute shader-based cloth simulator developed for Electronic Arts Frostbite engine and shipped with EA Sports FC24. Warp is used for the simulation of footballers jerseys and shorts and thanks to a drastically increased cloth mesh density and realistic collisions with character bodies, it provides improved authenticity while retaining excellent performance. Using videos of FC24, in-game debug rendering, screenshots and diagrams, this technical presentation will illustrate the solutions adopted to produce a step-change in runtime cloth behavior. It will explain how to exploit the potential and overcome the limitations of running physics simulations on the GPU, and showcase its impact on character authenticity in FC24.
Illustrated by FC24 content, attendees will learn how to take advantage of the GPU architecture to deliver a best-in-class runtime cloth simulation, as well as the related challenges, and possible solutions, to achieve better performance by exploiting the characteristics of the platform.
The presentation is aimed at engineers interested in the technical details of achieving performant physics simulation using the GPU, as well as anybody interested in the advances of real-time cloth simulation and secondary animation.