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Session Name:

Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content


Graphics engineers from the Halo 4 team discuss the problem of generating and rendering high quality lighting from user-generated content (UGC). Visual features such as hemispherical occlusion and full-scene directional shadows (which may be too costly to generate in real-time) can be generated and compressed into lightmaps on the fly by utilizing UV space GPU rasterization. This talk will provide a general overview of the challenges that can be solved with just-in-time lighting, as well as a detailed explanation of how it was applied to Halo's map editor, Forge.

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  • GDC 2013
  • Adam Gold
  • 343 Industries
  • free content
  • Visual Arts
  • Visual Arts