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Effects Techniques Used in Uncharted 3: Drake's Deception
This talk will examine the technology and tools used to produce particle effects in Uncharted 3. We use a highly data driven system coupled with a node based shader editor to control particle behavior and rendering. The particle runtime is SPU based and all particle processing is done without PPU synchronization. The presentation will give an overview of the tool pipeline used to author and process particle assets, a detailed walk through of the simulation and rendering runtime, and some shader techniques used in our effects.
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