Synthesizing Realistic Clouds for Video Games

Bio

Andrew Schneider is the Atmospherics Lead at Guerrilla in Amsterdam. He spends his time developing the tools and technology behind the Nubis real-time volumetric cloud system for the Horizon Franchise Games. Previously, he worked as a Senior FX Technical Director at Blue Sky Studios, where he developed the volumetrics and clouds pipelines for the Rio and Ice Age animated movies. His interests include visual effects, simulation, lighting, and volumetrics - but specifically how to engineer realistic and efficient solutions for these disciplines. He has previously given 5 Talks at SIGGRAPH from 2011 to 2017, one talk at Eurographics 2018, one GDC talk in 2022, and published a chapter about rendering real-time volumetric clouds for games in GPU Pro 7. 

Description

What is a cloud? In this talk, we will define a cloud using the Arts of High Performance and Approximation. This talk was originally given to a diverse audience of Scientists and Artists at the Lorentz Center in Leiden, NL as part of the Light and Color in Nature and Art Conference.

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