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The Indirect Lighting Pipeline of 'God of War'
This talk covers the end-to-end indirect lighting pipeline and techniques used in 'God of War'. Gain insight into the motivation behind moving to a unified volume-texture based solution for indirect lighting of environments, characters and volumetric effects. Learn how moving to an in-game GPU based baker allowed rapid iteration for lighting artists by providing progressive results in real-time. This talk includes technical deep-dives into how indirect lighting is described and applied as well as how the light baking process is implemented on the GPU and how it integrates into Santa Monica Studio's proprietary engine.
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