GDC 2017: Content-Driven Multipass Rendeing in UE4

GDC 2017: Content-Driven Multipass Rendering in UE4

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With the ability to script drawing to render targets through Blueprints, content creators can now create and prototype advanced rendering techniques that would have previously required a graphics programmer. This opens the floodgates to many possibilities such as custom fluid simulation, surface deformation, and caustics rendering, for starters.


This GDC 2017 talk gives an overview of the workflow to begin prototyping some of these techniques, with evidence of what is possible to achieve with such an accessible and flexible system. Examples include: volume rendering, character hit mask visualization, caustics texture rendering, and basic 2D fluid simulation.

Speaker:

Ryan Brucks, Principal Technical Artist, Epic Games

For a complete rundown of the technologies and innovations on display during this year's 'State of Unreal' presentation during GDC 2017, head here.

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