|Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Raider
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|Tomb Raider presents many interesting challenges for lighting and effects rendering because of the game's size, scope, and limited development resources. This talk will address the evolution from the lighting system used in Tomb Raider: Underworld to the system used in Tomb Raider (2013), and how that technology is leveraged to accelerate the creation of large, complex environmental effects in an artist-friendly way. Additionally, the talk addresses performance issues and enhancements implemented in the DirectX 11 version of the game.