Tuesday, February 23, 2016

2005-2007 SplinterCell Conviction - Graphic Technical Director

After Chaos Theory I was lucky to be part of the core team starting Conviction, were great days, good old days. I did Graphic Technical Director helping programmers defining the tools and pipeline given to the artists. It was the first game at Ubisoft implementing a Cubemap pipeline in shaders. Values to blur cubemap based on a fresnel curve, contrast and change the cubemap brightness, a new voxel Ambiant Occlusion technic. Spherical Harmonics for ambient understood by Normal Maps.






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