GDC 2014

GDC 2014 Session Scheduler

View, browse, and sort the ever-growing list of GDC sessions by pass type, track, summit, format, and day. With GDC Session Scheduler you can build your schedule in advance, and access it during the show via export or with the GDC mobile app, app.gdconf.com. Please note that adding sessions to your schedule does not guarantee you a seat in that session. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Start building your GDC agenda — create your linked account for the GDC Session Scheduler and the GDC Mobile App now!

Register now for GDC 2014!

Please note: Registration accounts are separate from Session Scheduler. Even if you've registered, please create a Session Scheduler account below.

Export Schedule:

Deformable Snow Rendering in Batman: Arkham Origins

Colin Barre-Brisebois  |  Lead Rendering Programmer, WB Games Montreal


Location: Room 303, South Hall

Format: Session
Track: Programming
Vault Recording: Video


This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain how this technique is novel in its approach of acquiring arbitrary deformation, as well as present all the details required for implementation. Moreover, we will share the results of our collaboration with NVIDIA, and how it allowed us to bring this technique to the next level on PC using DirectX 11 tessellation.

Takeaway

Attendees will learn about a fast and low-memory footprint technique to render surfaces with deformable snow, which adds interaction between players and the world, depicts iconic and organic visuals of deformable snow, and is a good case for supporting tessellation in a DX11 game with minimal editing and art tweaks.

Intended Audience

Rendering programmers and technical artists with intermediate to advanced knowledge of real-time rendering and who have shipped games on platforms such as PlayStation 3, Xbox 360, Wii U and PC.