“Labs R&D: Rendering Techniques in Rise of the Tomb Raider”

  • ©Anton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, and David Gallardo

Conference:


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Entry Number: 86

Title:

    Labs R&D: Rendering Techniques in Rise of the Tomb Raider

Presenter(s)/Author(s):



Abstract:


    In this course/talk we aim to give a cohesive overview of the advanced rendering techniques developed for the upcoming 2015 blockbuster, Rise of the Tomb Raider. We will present a collection of diverse features, the challenges they presented, where current approaches succeed and fail, followed by our own solutions and implementation details.

References:


    Barré-Brisebois, C. 2014. Deformable Snow Rendering in Batman™: Arkham Origins. GDC 2014.
    Vos, N. 2014. Volumetric Light Effects in Killzone: Shadow Fall. In GPU Pro 5, CRC Press, 2014, pp. 127–147.
    McGuire, M., Mara, M., and Luebcke, D. 2012. Scalable Ambient Obscurance. High-Performance Graphics 2012.


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