“Efficient production techniques for high quality lighting in vast open world games” by Ross and Persson – ACM SIGGRAPH HISTORY ARCHIVES

“Efficient production techniques for high quality lighting in vast open world games” by Ross and Persson

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Entry Number: 18

Title:

    Efficient production techniques for high quality lighting in vast open world games

Session/Category Title:   Bringing Worlds to Life: Inside the Minds of Avalanche Studios


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Abstract:


    Avalanche Studios released Just Cause 2 in 2010. This massive open world supported no shadow casting lights (other than the sun) and used a forward renderer. With Mad Max, Avalanche Studios have moved to a deferred renderer, using HDR, tone maps and a physically based lighting model. This engine supports multiple shadow casting lights as well as our primary sunlight.

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