You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'
Speaker(s): Alexis Haraux, Nate Hawbaker
Company Name(s): Bungie, Bungie
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: This talk will cover the physically inspired shading and lighting pipeline in 'Destiny 2'. In this session, the Bungie team will explain the motivations, feature choices, feature implementation, and content production of 'Destiny 2', focusing on the transition to a physically inspired material model and an image based lighting pipeline. They will describe a formalization of common problems such as choosing appropriate features for your engine, and optimizing your gbuffer. That thought process will be applied to several case studies such as materials, lighting features, and decals, as they describe how Bungie translated visual goals into extensions of a physically based pipeline. This lecture will also cover workflows used to validate the correctness of content, as well as ways to art direct the final rendered frame for gameplay purposes.

GDC 2018

Alexis Haraux

Bungie

Nate Hawbaker

Bungie

free content

Programming

Programming

Visual Arts

Visual Arts