Free Range AI

Lecture by Aaron Canary at GDC 2014. When game worlds were simply linear presentations of rooms and corridors, it was acceptable to create AI that existed solely in those confined spaces.  As the industry moved to more open world games, static set-piece characters quickly broke the intended immersion of…

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“Lighting and Simplifying Saints Row: The Third”

Lecture by Scott Kircher at GDC 2012. Describes some of the key rendering technologies behind Saints Row: The Third. Main topics will be an update on Volition’s inferred lighting technology and our new automated LOD generation system. Neither of these systems existed in Saints Row 2. In particular, this…

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Inferred Lighting

Lecture by Scott Kircher and Alan Lawrence at SIGGRAPH 2009. This paper presents a three phase pipeline for real-time rendering that provides fast dynamic light calculations while enabling greater material flexibility than deferred shading. This method, called inferred lighting, allows lighting calculations to occur at a significantly lower…

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