“‘Hustle by Day, Risk It All by Night’ The Lighting of ‘Need for Speed Heat’ in Frostbite” by Garcia, Lindqvist and Brinck – ACM SIGGRAPH HISTORY ARCHIVES

“‘Hustle by Day, Risk It All by Night’ The Lighting of ‘Need for Speed Heat’ in Frostbite” by Garcia, Lindqvist and Brinck

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Conference:


Type(s):


Interest Area:


    Gaming & Interactive, Production & Animation, Research / Education, Rendering, and Scientific Visualization

Entry Number: 46

Title:

    'Hustle by Day, Risk It All by Night' The Lighting of 'Need for Speed Heat' in Frostbite

Session/Category Title:   Game Technology


Presenter(s)/Author(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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