GPU-Based Run-Time Procedural Placement in 'Horizon Zero Dawn'
Jaap van Muijden has been working at Guerrilla Games since 2011, working on Killzone: Shadow Fall and Horizon: Zero Dawn. Before his time at Guerrilla, he was building image compression and streaming technology at Triumph Studios. During his time at Guerrilla Games, Jaap has been focused on rendering realistic nature in games. This includes developing GPU-based physics and wind simulations, and more recently the procedural population and rendering of large nature areas in Horizon: Zero Dawn.
Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of ‘Horizon: Zero Dawn’ around the player. The procedural pipeline will be discussed: from the graph editor where artists define the procedural placement logic, to the run-time GPU algorithm that populates the world around the player. The power of this procedural approach will be illustrated by showing how painting in a tree line and redirecting roads can be just as easy as moving mountains and changing a desert into a tropical swamp. The procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects, wildlife and game-play elements. We’ll also take a quick look at some the technical challenges we encountered when rendering the lush nature in Horizon: Zero Dawn