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ExileCon Dev Talk - Evolving Path of Exile's Renderer

Path of Exile

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  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Alexander Sannikov, programmer at Grinding Gear Games
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  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

151K views6 years ago1 recommendation

Graphics and audioGame developmentBuilding a game engineRendering

Alexander Sannikov discusses the evolution of Path of Exile's renderer, covering PBR conversion, shadows, and global illumination.

A talk from Alexander Sannikov, a programmer at Grinding Gear Games. Recorded at Exilecon 2019. You can find Alexander's Youtube channel here: youtube.com/user/DonXenapo

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1 person recommends this

What people say. Recommended for its deep technical insights into modernizing a production game renderer.

u/mysticredditin r/GraphicsProgramming • Recommends

Evolving Path of Exile's Renderer GGG has posted their graphics talk from ExileCon last year: Evolving Path of Exile's Renderer Topics discussed: * Integration * PBR * Converting POE to PBR * How it's made * FAQ of Creating unique tech * Point Light Shadows * Structure of Shadows * SSHV (Screenspace Hierarchical Variance) * GI (Global Illumination) in screenspace * SSHVGI * Rendering Equation * Temporal reprojection * Horizon-based Screenspace * Interleaved sampling * HBVSSGI * Subsurface refraction * Simulating water flow * Algebraic Multigrid * Grass and Fur: Precalculated Raycasting * "Infinity Noodles" * Grass Uncanny valley * Texture Bombing * Bonus Content * Synthesis Iteration *…