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The Lighting Technology of Detroit - Become Human

Offered By: GDC via YouTube

Tags

GDC (Game Developers Conference) Courses Game Design Courses Global Illumination Courses

Course Description

Overview

Explore the innovative lighting system developed for Detroit: Become Human in this 2018 GDC talk. Delve into Quantic Dream's transition to photometric units based on real-life measurements, covering topics such as PBR implementation, exposure control, material calibration, and advanced lighting techniques. Learn about close-up lighting and shadows, volumetric lighting, probe grids, irradiance sparse octrees, and volume texture atlases. Gain insights into the team's approach to global illumination and their solutions to technical challenges encountered during development.

Syllabus

Intro
PBR at Quantic Dream
Photometric Units - Exposure
Photometric Units (DEBUG)
Material Calibration
Close-up Lighting
Close-up Shadow
Volumetric Lighting
Probe Grid
Irradiance Sparse Octree
Octree level discontinuity
Volume texture Atlas
GI Display
Conclusion
Questions?


Taught by

GDC

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