GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

Landscape Creation and Rendering in REDengine 3

Marcin Gollent  |  Senior Programmer, CD Projekt RED


Location: Room 304, South Hall

Format: Session
Track: Programming
Vault Recording: Video


Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally generated both offline and in real-time to produce realistic results, while not requiring artists to place it manually. The talk will cover many solutions developed during production and usage of REDengine's landscape-related features, including terrain shadow casting and LOD management.

Takeaway

Attendees will leave the room knowing a complex, production-proven solution for crafting and rendering landscapes in a massive, open world RPG game. In the process, attendees will learn ways to greatly reduce development time.

Intended Audience

This talk is intended for programmers and technical artists who are interested in terrain rendering and procedural vegetation distribution - terrain texturing and materials blending being one of the key values. General knowledge about terrain LOD and material layers will be helpful, but is not required.