GDC Vault: Improving Geometry Culling for ‘Deus Ex: Mankind Divided’

Hey guys,

I am so happy to let you all know that our talk with Eidos-Montréal can be finally found at GDC Vault! I know you want to see the good stuff from Nicolas Trudell (starting around after 10 minutes), but there is also some information about Umbra in general included and our CEO Otso Mäkinen shares Umbra roadmap for future projects – please note that Umbra 3.4 is already out.

About the talk:

“This talk will explain how we used Umbra in Deus Ex: Mankind Divided, a game powered by the Dawn engine. In order to support the very rich environments our artists envision, we needed a very efficient geometry culling solution without the associated manual labour. We will give a general overview of the Dawn Engine™ and show how Umbra was integrated from the edition and offline building to the low level rendering engine to achieve this goal. We will go into the details of how Umbra was used for the main camera, but also the generation of the shadow maps. Since many of our lights are static, we cached the static geometry visibility to speedup the umbra query. We will also discuss how we used umbra to speed up our offline GI computation.” – Nicolas Trudel, Eidos-Montréal

About the speaker:

Nicolas Trudel has been working in the game industry for over 12 years. He has worked as an engineer in many fields, such as gameplay, tools and system. Since a few years, Nicolas has centered his focus on graphics programming. Game credits: Deus Ex: Mankind Divided, Thief (2014), Wet, Iron Man.

SlideShare for presentation slides.

For lazy reasons we also embedded the video right here. Enjoy!

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