|Session Name||The Rendering Tools and Techniques of Splinter Cell: Conviction|
|Track / Format||Production|
This session will cover some of the challenges, advancements and lessons learned in the development of Splinter Cell: Conviction from a rendering perspective.
Together with an overview of the renderer in terms of architecture, rendering passes, optimisation strategies and tools, two aspects in particular -- dynamic ambient occlusion and visibility -- will be presented in depth.
After much trial, error and eschewing of common practice (e.g. SSAO and static PVS or hardware occlusion queries, respectively) we ended up with novel approaches in both cases, that simultaneously met more practical production requirements of artist control and fast iteration times in addition to the standard requirement of good run-time performance.