Rendering of Call of Duty : Infinite Warfare
Michal Drobot is a Principal Rendering Engineer at Infinity Ward, Activision. Most recently worked on rendering engine architecture of Call of Duty:Infinite Warfare. Before helped designing and optimizing 3D renderer in Far Cry 4 at Ubisoft Montreal. Prior to that he worked at Guerrilla Games, designing and optimizing the rendering pipeline for the Playstation 4 launch title Killzone: Shadow Fall. Specializes in rendering algorithms, render architectures, hardware architectures and low level optimizations. Appreciates sharing ideas with tech and art oriented folks. Finds fast and pretty pixels way too exciting.
This lecture presents a technical deep dive into COD:IW renderer and the architectural design process behind it. Numerous topics will be covered: shadows, particle rendering, reflections, refractions, global illumination, volumetric rendering and Forward+ rendering.
This talk will guide you through high level interactions between those core subsystems, their design, as well as unveil some novel optimizations and image quality improvements. Finally, the lecture will show specific approaches to performance scaling, that allow fluid 60hz gameplay at 1080p on current generation consoles. The target audience is rendering engineers as well as technical artists interested in learning about modern methods for 60hz titles.