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|Session Name:||Simulating Tropical Weather in 'Far Cry 6'|
|Speaker(s):||Colin Weick, Emily Zhou|
|Company Name(s):||Ubisoft Toronto, Ubisoft Montreal|
|Track / Format:||Programming|
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|Overview:||This session describes the techniques and systems implemented to simulate tropical weather in Far Cry 6 as well as the challenges faced orchestrating these systems to produce dynamic weather transitions. nnThe central issue was moving between arbitrary weather states in a continuous day night cycle. It was necessary to create believable transitions from sunny days to heavy thunderstorms with high winds and soaked surfaces, while also ensuring that the sky would clear to reveal stunning sunsets as the environment gradually dried out. nnThis session will investigate the technical implementation and the artistic pipeline for portraying wetness on static and dynamic objects, puddles on the terrain and streaks on windshields. This talk will also explore topics such as: volumetric clouds, fog and atmospheric scattering, interactive particles systems for rain and lightning, improvements to ocean rendering, and the influence of wind and destruction on vegetation.|