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Johan Andersson, Rendering Architect, DICE Natalya Tatarchuk, Staff Research Engineer, 3D Application Research Group, AMD Graphics Products Group 2.5 Rendering Architecture and Real-time Procedural Shading & Texturing Techniques
Outline ,[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Complex Games of Tomorrow Demand High Details and Lots of Attention ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why Do We Care About Procedural Generation? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural Helps You Avoid the Resolution Problem ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Where Did That Tank Go? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Let’s Not Forget About Interactivity! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural Techniques: Now! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Frostbite? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Battlefield: Bad Company
Battlefield: Bad Company movie ,[object Object]
Battlefield: Bad Company features ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Frostbite design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Frostbite concepts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering systems overview Game renderer World renderer UI Shading system Direct3D / libGCM Meshes Particles Undergrowth Sky Decals Terrain
Shading system ,[object Object],[object Object],[object Object],[object Object]
Shading system backends ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
High-level shading states ,[object Object],[object Object],[object Object]
High-level state examples ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
High-level state benefits ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shaders ,[object Object],[object Object],[object Object]
Surface shaders vs pixel shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Surface shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader complexity ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader complexity (cont.) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shader complexity solutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Instance shaders ,[object Object],[object Object],[object Object],[object Object],[object Object]
StandardRoot instance shader ,[object Object],[object Object],[object Object],[object Object],[object Object]
ObjectGm instance shader ,[object Object],[object Object],[object Object],[object Object],Note: buggy editor screenshot, node should have few inputs
Inside ObjectGm shader
Shading system pipeline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shading system runtime ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Terrain ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Terrain (cont.) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural shader splatting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Without undergrowth
With undergrowth
Undergrowth ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Undergrowth generation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader graphs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
All shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer cull step ,[object Object],[object Object],[object Object]
World renderer multi-threading ,[object Object],[object Object],[object Object],Cull 1 Build 1 Render 1 Render 2 FRAME 1 FRAME 2 Cull 2 Build 2
World build step ,[object Object],[object Object],[object Object],[object Object],[object Object]
World render step ,[object Object],[object Object],[object Object],[object Object]
Lights & Shadows ,[object Object],[object Object],[object Object],[object Object]
Outdoor lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Practical Example: Mountains Generation and Realistic Snow Accumulation
Use fBm to Generate  Mountain Terrain ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mountains: Wireframe
Controlling Snow Accumulation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
What If We Don’t Use Noise? ,[object Object]
Break Up the Monotony ,[object Object]
Demo
If You Want to Know More… ,[object Object],[object Object],[object Object],[object Object],[object Object]
Other Procedural Techniques ,[object Object],[object Object],[object Object]
Thanks! ,[object Object]
Questions? Contact: [email_address] [email_address]
Surface shader graphs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
All shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer cull step ,[object Object],[object Object],[object Object]
World renderer multi-threading ,[object Object],[object Object],[object Object],Cull 1 Build 1 Render 1 Render 2 FRAME 1 FRAME 2 Cull 2 Build 2
World build step ,[object Object],[object Object],[object Object],[object Object],[object Object]
World render step ,[object Object],[object Object],[object Object],[object Object]
Lights & Shadows ,[object Object],[object Object],[object Object],[object Object]
Outdoor lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Junk

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