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Session Name:

Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics


This talk will describe the novel techniques and easy-to-integrate effects of Assassin's Creed IV that contribute to the next-gen look. It will provide attendees with basic information about porting various GPU effects to next-gen consoles. The talk is divided into four parts. First, there will be a description of deferred normalized irradiance probes - a GI technique that is based on FarCry 3 deferred radiance transfer volumes. The next part will describe volumetric fog - a novel technique that simulates various light scattering phenomena through the use of compute shaders and light accumulation in volumetric textures. The third part will include information about atmospheric and material effects such as GPU-simulated rain particles and raymarched screenspace reflections that can easily contribute to the next-gen look of the game without many content or pipeline changes. Finally, there will be a brief description of AMD Southern Islands architecture and practical lessons learned while developing/porting/optimizing those GPU effects to PlayStation 4 and Xbox One.

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  • GDC 2014
  • Bartlomiej Wronski
  • Ubisoft Montreal
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  • Visual Arts
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