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Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond
In this talk, Andrew Maximov is going to do a deep dive into vertex shader pipelines and process using features implemented at Naughty Dog for 'Uncharted 4', as an example. From wind systems to interactivity, to ambient animations, to optimizations, there is a lot of use you can get out of vertex shaders. He's going to cover theory, practice, roadmaps for advancing this technology, and will offer the audience both interesting solutions and interesting problems to solve. There is a lot of unrealized potential for creative solutions in vertex shaders and his hope with this talk is to inform you about another powerful tool in your technical quiver as well as inspire you to do some tinkering of your own. Come by, it's going to be fun!
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