Umbra Software’s automated Occlusion culling is a method which makes sure only the objects seen by the camera are rendered, hence saving a lot of GPU/CPU compute process. This technology is being used in CD Projekt RED’s The Witcher 3: Wild Hunt [no wonder it looks stunning].
Umbra Software will be present at this year’s GDC and the technology’s lead programmer Jasin Bushnaief along with CD Projekt RED’s Engine Programmer Przemyslaw Czatrowski will be talking about how they are using Occlusion culling in the game. The session will also focus on how Umbra was required to develop a custom streaming and an LOD system in order to meet the game’s needs.
The sessions will take place on Thursday, March 20th 2014 at 2:30pm-3:30pm. For more on Umbra Software, check out our in-depth interview with the developers over here.
GDC will take place from March 17th to 21st in San Francisco. Are you looking forward to this session? Let us know your thoughts in the comments section below.