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Session Name:

Open World Rendering Techniques in 'Hogwarts Legacy'

Overview:

Rendering a game as complex as Hogwarts Legacy required a focus on adapting the Unreal engine for an open world game. This included handling the massive scale of the Hogwarts castle and scaling rendering systems for a seamless indoor and outdoor experience. This talk will expound on the technical aspects of this work. Topics will include how to render with hundreds of shadow casting light sources, rendering multi-layered cloth at a reduced cost, and how to batch light probes, reflections, and foliage. Hogwarts Legacy also contains several other techniques that make it an immersive experience. This will involve topics like Dynamic time of day, camera exposure, seasons, and weather. Lastly, we will discuss how to render animated paintings without the typical way of rendering to a render target.

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