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|Session Name:||Improving Geometry Culling for 'Deus Ex: Mankind Divided' (presented by Umbra)|
|Track / Format:||Programming|
|Overview:||This talk will explain how we used Umbra in Deus Ex: Mankind Divided, a game powered by the Dawn engine. In order to support the very rich environments our artists envision, we needed a very efficient geometry culling solution without the associated manual labour. We will give a general overview of the Dawn Engine™ and show how Umbra was integrated from the edition and offline building to the low level rendering engine to achieve this goal. We will go into the details of how Umbra was used for the main camera, but also the generation of the shadow maps. Since many of our lights are static, we cached the static geometry visibility to speedup the umbra query. We will also discuss how we used umbra to speed up our offline GI computation.|