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The Rendering Tools and Techniques of Splinter Cell: Conviction
Price $3.95
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SKU GDC10-10333
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Description
The Rendering Tools and Techniques of Splinter Cell: Conviction
Speaker: Stephen Hill (3D Technical Lead, Ubisoft)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 303, South Hall
Track: Programming
Secondary Track: Production
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This session will cover some of the challenges, advancements and lessons learned in the development of Splinter Cell: Conviction from a rendering perspective.

Together with an overview of the renderer in terms of architecture, rendering passes, optimisation strategies and tools, two aspects in particular -- dynamic ambient occlusion and visibility -- will be presented in depth.

After much trial, error and eschewing of common practice (e.g. SSAO and static PVS or hardware occlusion queries, respectively) we ended up with novel approaches in both cases, that simultaneously met more practical production requirements of artist control and fast iteration times in addition to the standard requirement of good run-time performance.

Intended Audience
This presentation is aimed primarily at graphics and systems programmers, but TAs, TDs and LDs should also find the coverage of features, tools and production concerns interesting and informative. Some low-level and technical details such as shaders will be presented, but these do not form the bulk of the talk.

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