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Three Swordsmen: Lighting Workflow and Production Pipeline
With the rapid improvement of mobile platform hardware performance, the performance obstacles of high-quality 3D game spread have been gradually cleared away. This talk will share some rendering techniques introduced into the Three Swordsmen but rarely used by the traditional mobile games. We will present, during the production process, how the technique and art combined to achieve the best balance of effectiveness and efficiency on a performance limited mobile platform, and highlight the Three Swordsmen's lighting workflow, construction and optimization techniques in pipeline production, as well as the experience of introducing physics-based lighting on a mobile platform.
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