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.

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Export Schedule:

Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics

Bartlomiej Wronski  |  3D Programmer, Ubisoft Montreal


Location: Room 132, North Hall

Format: Session
Track: ProgrammingVisual Arts
Vault Recording: Video


This talk will describe the novel techniques and easy-to-integrate effects of Assassin's Creed IV that contribute to the next-gen look. It will provide attendees with basic information about porting various GPU effects to next-gen consoles. The talk is divided into four parts. First, there will be a description of deferred normalized irradiance probes - a GI technique that is based on FarCry 3 deferred radiance transfer volumes. The next part will describe volumetric fog - a novel technique that simulates various light scattering phenomena through the use of compute shaders and light accumulation in volumetric textures. The third part will include information about atmospheric and material effects such as GPU-simulated rain particles and raymarched screenspace reflections that can easily contribute to the next-gen look of the game without many content or pipeline changes. Finally, there will be a brief description of AMD Southern Islands architecture and practical lessons learned while developing/porting/optimizing those GPU effects to PlayStation 4 and Xbox One.

Takeaway

This talk will provide attendees with detailed information about the underlying theory and implementation of the described effects. The presentation will demonstrate strategies for developing and optimizing GPU algorithms on PS4 and Xbox One. We will share some basic code snippets that demonstrate non-obvious parts of the implementation.

Intended Audience

This talk is targeted at experienced graphics programmers and technical art directors. The audience is expected to have reasonably in-depth real-time graphics knowledge, a background in general rendering theory, and at least basic knowledge of DX11 feature sets and programming pipelines.