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Large Scale GPU-Based Skinning for Vegetation in 'Alan Wake 2'


Alan Wake 2's forests and vegetation of the Pacific Northwest carry the atmosphere of the horror survival genre almost like a character on their own.This talk showcases Remedy's new GPU-based skinning pipeline, built to handle detailed and dense environments that are mostly comprised of dynamically animated vegetation geometry. To match the team's ambitions in geometric fidelity and complexity of motion, they also developed a new GPU-based animation system that could animate skeleton rigs at runtime via compute shaders.The talk provides a look under the hood at the techniques used to hit performance targets, create feature rich systems for artists, and enable full representation in the Northlight engine's raytracing implementation.

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  • Game Developers Conference 2024
  • Kiyavash Kandar
  • Remedy Entertainment
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