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Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries us
Jaap van Muijden describes 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. Van Muijden shows the entire pipeline, from the graph edito
Guerrilla Games: technical publications and presentationsThe Creation of Killzone 3 Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011 | Category: Graphics, Production This talk details various aspects of designing and developing videogames at Guerrilla. It highlights methods that are very similar to methods used in the CGI industry, and it
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