You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Fast, Flexible, Physically-Based Volumetric Light Scattering (presented by NVIDIA)
Speaker(s) Nathan Hoobler
Company Name(s) NVIDIA
Track / Format Programming
Overview

Atmospheric environments don't exist in a vacuum! This session is a deep dive into the Volumetric Lighting technology developed by NVIDIA for Fallout 4. In it we review the physical principles behind how light is affected by the media it travels through, and go into the details of our approach. Finally we wrap up with a postmortem of its integration into Fallout 4, where we discuss overall performance and explore issues that developers might want to keep in mind when designing their own rendering pipelines.

GDC 2016

Nathan Hoobler

NVIDIA

free content

Programming

Programming


UBM Tech