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Enhancement of Particle Simulation Using Screen Space Techniques in 'The Last of Us Part II'
This session describes new techniques developed during production of The Last of Us Part II. These techniques allow for creation of dynamic effects that simulate on the surface of static and moving geometry. In addition, the new methodology allows for translation of 3D world space positions into character UV space and back, opening the door for dynamically simulated effects on geometry, but written into render targets, or driven by underlying texture information.nWhile providing realistic simulation on complex geometry, these techniques utilize screen space information, making them affordable within strict performance requirements of games.nnExamples of this include: snow falling onto moving surfaces and sticking to them, dynamic water drips simulating on moving characters, dynamic blood simulation and custom behaviors for cloth vs skin surfaces, and others. The examples will be presented along with algorithms on how they were achieved.
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