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Interactive Wind and Vegetation in 'God of War'
The new 'God of War' has a robust, interactive wind and vegetation system to support the players' feeling of controlling a powerful character. In this session, Sony Santa Monica Studio will share how they developed its features: dynamic and spatially-varying 3D wind simulation, interactive, boneless tree and leaf sway, ground vegetation character interaction with swaying settle (kickin' grass!), and card cluster LOD and shadows proxies (billboard clouds). To support this tech, this lecture will cover various developments such as fast, accurate, texture flood-filling using mip chains (for uv seams and matting issues), procedural and sparse 3D flow that supports spatially-varying flow rates, and fractal noise that doesn't shift when scaled.Senior Staff Technical Artist Sean Feeley will take a deep dive into the process of creating these systems, and how they operate under the hood. He will examine and share the team's wind content authoring workflow, which was designed to minimize cross-departmental impact. Lastly, he will review failed features and approaches, and describe potential next steps for future iterations.
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