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1
Intro
2
PBR at Quantic Dream
3
Photometric Units - Exposure
4
Photometric Units (DEBUG)
5
Material Calibration
6
Close-up Lighting
7
Close-up Shadow
8
Volumetric Lighting
9
Probe Grid
10
Irradiance Sparse Octree
11
Octree level discontinuity
12
Volume texture Atlas
13
GI Display
14
Conclusion
15
Questions?
Description:
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.

The Lighting Technology of Detroit - Become Human

GDC
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