Real-World Measurements for Rendering in Call of Duty: Advanced Warfare
- 6:30pm – 7:30pm – Mixer
- 7:30pm – Presentation
- 8:30pm – Q&A
- 9:00pm – Wrap
Online Registration Required! No tickets at the door.
SF ACM SIGGRAPH Members and Zynga Employees – $7.00
Non- members – $15
We attempted to take a holistic approach to rendering on Advanced Warfare, emphasizing balance through consistency, and real-world measurements ended up being an integral part of our understanding of materials and lighting. We recorded many measurements and while a lot of these were used directly in the game, much of the benefit of these processes lay in gaining an intuition for appropriate values for diffuse albedo, gloss and luminance. In this talk we’ll discuss the workflows we used related to:
- Diffuse Albedo Texture Capture
- Gloss Value Measurement
- Lighting Measurement
- HDR Photography for Validation of Luminance and Look
- Material Whiteboxes
- Skybox Capture
Danny Chan is the Lead Graphics Programmer at Sledgehammer Games. Having joined Sledgehammer at its inception, he’s worked on Call of Duty: Modern Warfare and Call of Duty: Advanced Warfare. Danny started programming on the TRS-80 color computer and has been working in videogames for twenty years. Previously he worked at Crystal Dynamics (Gex and Gex: Enter the Gecko), Naughty Dog (Lead Programmer on Crash Team Racing), Namco (Lead Programmer on Afro Samurai), EA (From Russia with Love), and on various independent projects under Heroes & Giants. In 2001, he took a brief detour and created Daypop, the first real-time web search engine for news sites and blogs.