The Rendering Tools And Techniques Of Splinter Cell: Conviction
Friday, March 19th, 2010Stephen Hill (Ubisoft) posted the slides to his awesome GDC 2010 talk entitled “The Rendering Tools And Techniques Of Splinter Cell: Conviction”. Stephen discusses hierarchical-Z based occlusion culling and an “ambient occlusion fields”-like AO solution that shipped with the game. Stephen’s occlusion culling technique was inspired by the occlusion culling in the ATI Froblins demo (described here). The AO technique splats analytic occlusion results onto the scene ala AO Fields and the sphere AO we used in the ATI Ping Pong Demo (summarized in the article “Deferred Occlusion from Analytic Surfaces” in ShaderX7). Great material. It’s presentations like this that are making me kick myself for not going to GDC this year.
