Volumetric Fog of The Last of Us Part II by Artem Kovalovs, , SIGGRAPH 2020
The Last of Us Part II is set in multiple different environments with extensive atmospheric look. In addition, the game uses a lot of transparent objects such as glass, particle effects, etc. that require proper compositing with the fog. This required us to create a new volumetric system that would support different fog environments and seamlessly blend with, and tie together, the rest of the world. We have developed a new volumetric fog system that is based on a view space frustum voxel grid (froxel grid) that allows us to properly composite with the rest of the world. However, such a system also comes with a lot of production challenges. In this talk we focus on the developed methods to improve visual quality, reduce artifacts coming from the nature of gridbased fog, and fit within the performance budget. Check out more SIGGRAPH 2020 Presentations on the Naughty Dog Research Blog:
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