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.


Session Name:

Advanced Material Rendering


This session presents several techniques for rendering advanced material such as skin, crystal, glass, ocean water, swamp water and muddy water. Presented algorithms were researched during Two Worlds 2 development and thus aimed at current generation of consoles, taking into consideration limited memory and computational power. Presentation covers several important material features such as: sub surface scattering, translucency, transparency, water scattering, dynamic surfaces etc. Moreover problems of functionality, performance, aesthetics and implementation in deferred renderer are discussed, giving battle proven solutions for aforesaid material rendering.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC Europe 2010
  • Michal Drobot
  • Reality Pump Game Development Studios
  • free content
  • Technology
  • Programming