“Volumetric Effects of The Last of Us: Part Two” by Kovalovs

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Entry Number: 62

Title:

    Volumetric Effects of The Last of Us: Part Two

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Abstract:


    The Last of Us: Part Two is set in multiple different environments with extensive atmospheric look. In addition, the game uses a lot of transparent objects such as glass, particle effects, etc. that require proper compositing with the fog. This required us to create a new volumetric system that would support different fog environments and seamlessly blend with and tie together the rest of the world. We have developed a new volumetric fog system that is based on a view space frustum voxel grid (froxel grid) that allows us to properly composite with the rest of the world. However, such a system also comes with a lot of production challenges. In this abstract we will focus on the developed methods to improve visual quality, reduce artifacts coming from the nature of grid-based fog, and fit within the performance budget.

References:


    Sebastien Hillaire. 2015. Physically-based & Unified Volumetric Rendering. ACM SIGGRAPH 2015 in Advances in Real-time Rendering.

    Nathan Hoobler. 2016. Fast, Flexible, Physically-Based Volumetric Light Scattering. GDC 2016.

    Bartlomiej Wronski. 2014. Volumetric Fog: Unified Compute Shader Based Solution to Atmospheric Scattering. ACM SIGGRAPH 2014 Talks.

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