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Lighting and Simplifying Saints Row: The Third
Price $3.95
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SKU GDC12-3117
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Description
Lighting and Simplifying Saints Row: The Third

Speaker/s: Scott Kircher (Volition, Inc.)
Day / Time / Location: Wednesday 3:30- 4:30 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Describes some of the key rendering technologies behind Saints Row: The Third. Main topics will be an update on Volition's inferred lighting technology and our new automated LOD generation system. Neither of these systems existed in Saints Row 2. In particular, this talk will cover new rendering features enabled or enhanced by inferred lighting: Lit rain (each rain drop can receive light and shadows from any and all lights), object-specifc screen space decals, and radial ambient oclusion (a simple splat based ambient occlusion method). It will also give a brief overview of mesh simplfication and then focus on some of the practical issues that arose in implementing automatic mesh LODs for Saints Row: The Third.
Takeaway: Attendees will learn how we efficiently light individual rain drops with all lights, restrict screen-space decals to individual objects, optimized foliage for inferred lighting, and cast ambient occlusion shadows under vehicles and characters. Attendees will also learn about mesh simplification and practical issues we encountered implementing our automated LOD system.
Intended Audience: Rendering programmers and advanced technical artists will receive the most benefit from this presentation. Prerequisites are a basic understanding of deferred lighting and level-of-detail systems. Familiarity with inferred lighting (from GDC 2011 or SIGGRAPH 2009) and mesh simplification will help, but are not required.

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