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GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects, wildlife and game-play elements. He will show the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly. He will demonstrate the power of this procedural approach by showing how painting in a tree line and redirecting roads can be just as easy as moving mountains and changing a desert into a tropical swamp.
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