“”Hustle by Day, Risk it all at Night”” by Garcia, Lindqvist and Brinck

  • ©Kleber Garcia, Andreas Lindqvist, and Andreas Brinck

  • ©Kleber Garcia, Andreas Lindqvist, and Andreas Brinck

  • ©Kleber Garcia, Andreas Lindqvist, and Andreas Brinck

  • ©Kleber Garcia, Andreas Lindqvist, and Andreas Brinck

Conference:


Entry Number: 46

Title:

    "Hustle by Day, Risk it all at Night"

Presenter(s):



Abstract:


    Need for Speed Heat is the latest installment in EA’s racing game franchise running on the Frostbite engine. The gameplay is centered around daytime and nighttime high speed races with exotic sports cars in a large open world. We improved on the depiction of the cars through a new material system and combination of reflection techniques. For the indirect day and night time lighting, we implemented a sparse GPU irradiance probe grid.

References:


    V. Timonen A. Silvennoinen. 2015. Multi-Scale Global Illumination in Quantum Break. ACM SIGGRAPH 2015 Avances in Realtime Rendering Course Notes.
    Pedro F. Felzenszwalb and Daniel P. Huttenlocher. 2012. Distance Transforms of Sampled Functions. Theory of Computing 8, 19 (2012), 415–428. https://doi.org/10. 4086/toc.2012.v008a019
    Donnell. 2018. Precomputed Global Illumination in Frostbite. Games Developers Conference, 2018.
    Stachowiak. 2015. Stochastic Screen-Space Reflections. ACM SIGGRAPH 2015 Avances in Realtime Rendering Course Notes.

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