{"title":"《最后生还者》的GPU驱动效果:第二部分","authors":"Artem Kovalovs","doi":"10.1145/3388767.3407349","DOIUrl":null,"url":null,"abstract":"Previous Naughty Dog titles have used standard effect authoring, where particle emitters were manually placed on the environment or attached to character joints. In addition to this there were render targets assigned to characters for the ability to apply blood, wetness, and other effects as part of the character rendering, but any particle rendering within them would be predetermined. The Last of Us: Part Two introduced more detailed interactions between effects and the rest of the world. In addition, the effects were GPU driven, making them more efficient and allowing for bigger particle numbers. The effects required much less manual placement from the artists and utilized world information for spawning, and could attach to and simulate on geometry efficiently, following gravity and surface properties on animating geometry.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"GPU Driven Effects of The Last of Us: Part Two\",\"authors\":\"Artem Kovalovs\",\"doi\":\"10.1145/3388767.3407349\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Previous Naughty Dog titles have used standard effect authoring, where particle emitters were manually placed on the environment or attached to character joints. In addition to this there were render targets assigned to characters for the ability to apply blood, wetness, and other effects as part of the character rendering, but any particle rendering within them would be predetermined. The Last of Us: Part Two introduced more detailed interactions between effects and the rest of the world. In addition, the effects were GPU driven, making them more efficient and allowing for bigger particle numbers. The effects required much less manual placement from the artists and utilized world information for spawning, and could attach to and simulate on geometry efficiently, following gravity and surface properties on animating geometry.\",\"PeriodicalId\":368810,\"journal\":{\"name\":\"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-08-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3388767.3407349\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3388767.3407349","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Previous Naughty Dog titles have used standard effect authoring, where particle emitters were manually placed on the environment or attached to character joints. In addition to this there were render targets assigned to characters for the ability to apply blood, wetness, and other effects as part of the character rendering, but any particle rendering within them would be predetermined. The Last of Us: Part Two introduced more detailed interactions between effects and the rest of the world. In addition, the effects were GPU driven, making them more efficient and allowing for bigger particle numbers. The effects required much less manual placement from the artists and utilized world information for spawning, and could attach to and simulate on geometry efficiently, following gravity and surface properties on animating geometry.