“Mortal Kombat 11: High Fidelity Cached Simulations in Real-Time” by Nadro, Battaglia and Voorhees

  • ©Jason Nadro, Matt Battaglia, and Aren Voorhees

  • ©Jason Nadro, Matt Battaglia, and Aren Voorhees

Conference:


Type:


Entry Number: 31

Title:

    Mortal Kombat 11: High Fidelity Cached Simulations in Real-Time

Presenter(s)/Author(s):



Abstract:


    Mortal Kombat 11 introduces an Alembic-based asset pipeline that enables artists to leverage new workflows previously unattainable in real-time games. Blood and gore are the cornerstone of the franchise, and the art direction for our Fatalities and Fatal Blows focuses on close-up, high-fidelity, slow-motion shots showing extreme amounts of blood, which traditional sprite particles would struggle to achieve.

References:


    Christopher Evans, Lars Martinsson, and Sascha Herfort. 2014. Building an empire: asset production in Ryse. ACM SIGGRAPH 2014 Courses.
    Simon Green. 2008. Particle-based Fluid Simulation. http://developer.download.nvidia. com/presentations/2008/GDC/GDC08_ParticleFluids.pdf.
    Jihun Yu and Greg Turk. 2013. Reconstructing surfaces of particle-based fluids using anisotropic kernels. ACM Transactions on Graphics 32, 5 (Jan. 2013). https://doi. org/10.1145/2421636.2421641

Keyword(s):



PDF:



ACM Digital Library Publication:



Overview Page: