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On this occasion, we will discuss this presentation given by Ari Silvennoinen, Fellow Software Engineer at Activision, during the Advances in Real-Time Rendering at SIGGRAPH 2021, which focuses on the large-scale global illumination system used in games like Call of Duty and Warzone, focusing on aspects such as an adaptive and warped irradiance volume approach to represent lighting in large maps, and a solution to the light leaking problem caused by the disparity between the volumetric resolution and the game's geometry.
Watch full presentation here:
https://www.youtube.com/watch?v=snXTGrjfOvQ
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosOn this occasion, we will discuss this presentation given by Ari Silvennoinen, Fellow Software Engineer at Activision, during the Advances in Real-Time Rendering at SIGGRAPH 2021, which focuses on the large-scale global illumination system used in games like Call of Duty and Warzone, focusing on aspects such as an adaptive and warped irradiance volume approach to represent lighting in large maps, and a solution to the light leaking problem caused by the disparity between the volumetric resolution and the game's geometry.
Watch full presentation here:
https://www.youtube.com/watch?v=snXTGrjfOvQ
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_