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Session Name:

The Real-Time Volumetric Superstorms of 'Horizon Forbidden West'

Overview:

Real-time Volumetric Cloud systems in Games have seen increasing adoption by game developers in the past few years. Many systems use a coverage/type map based modeling method combined with an optimized ray-march and shading solution similar to or expanded upon what was described in detail in the SIGGRAPH 2015 Publication, The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn. This session will focus on explaining how Guerrilla expanded its Nubis cloud system to include tornadic superstorms, internal lighting and lightning flashes, a solution to render faster moving clouds with temporal upscaling as well as visual enhancements - all without using expensive simulations or lighting calculations so that the system could scale between current and previous-gen Playstation consoles.

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