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Implementing Distributed Global Illumination in Unreal Engine 3

9月1日(水)16:30~17:30

セッション概要

受講レベル上級
受講スキル This lecture is intended for programmers and technical artists interested in global illumination theory and Implementation. An understanding of direct and Indirect lighting techniques, as well as general lighting pipelines in video game production workflows, would be helpful.
受講者が得られるであろう知見Attendees will gain deep technical insight into the design, implementation, and engine integration of the global illumination solver in Unreal Engine 3, as well as the general task distribution system used to accelerate it.
セッション内容Thie lecture presents a detailed analysis of the design, implementation, and engine integration of Unreal Lightmass, the distributed global illumination solver for Unreal Engine 3. Lightmass employs photon mapping with importance-sampled final gathering for generation of high-quality static lighting. The Implementation is discussed in detail, Including comparisons to other techniques and an analysis of successes, challenges, and tradeoffs with this approach. This lecture also describes a general task distriburion system, Unreal Swarm, wich Lightmass uses to take advantage of distributed computational resources.

講師プロフィール

Derek Cornish Epic Games, Inc.
Senior Engine Programmer


As Senior Engine Programmer for Epic Games, Derek has worked on the award-wining and Industry-leading Unreal Engine 3, as well as the bestselling "Gears of War"franchise. Most recently, he has worked on Unreal Lightmass and Swarm, a high-quality global illumination salver and the networked distribution system used to accelerate it. Prior to joining Epic Games in 2008, Derek was at NVIDIA where he worked on OoenGL drivers and Direct3D performance analysis tools.

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