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Tuesday, August 16 • 10:30 - 11:30
Terrain Rendering in Anno 2205

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For Anno 2205, we developed a unique terrain-rendering system that focuses on the special demands of real-time strategy games, such as an offline triangle-optimization process, streaming of high-resolution normal maps and integration with 3rd party tools like Mudbox and WorldMachine.
Our talk details these features from a technical standpoint and highlights the motivations, problems and solutions we faced during development.
We also give a high-level overview of the workflow our artists used to author new terrains using WorldMachine and Mudbox.

Speakers
avatar for Dominik Lazarek

Dominik Lazarek

3D Graphics Programmer, Ubisoft Blue Byte
Dominik is a 3D Graphics Programmer working in the R&D department at Ubisoft Blue Byte where he develops and maintains a major rendering engine used for multiple projects within Ubisoft. Prior, he worked on Assassin's Creed Identity (Blue Byte) and Lords of The Fallen (Deck 13) as a graphics programmer. Dominik is also interested in new rendering techniques and oversees research theses conducted at Blue Byte in collaboration with... Read More →


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Attendees (14)