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Introduction

0:00

Extraordinary Ones: Mirage

1:03

Outline

2:02

Anime Art Style

2:48

2D Sprites

4:30

Cel Shading Character Details

6:00

Cel Shading Limitations

6:55

Physically based rendering

7:53

Integrate with complex materials

8:38

GBuffer Layout

11:34

Main Light

12:28

Dynamic Light

14:06

Flat Face

14:56

Reweighted Light

16:19

Manipulate Skin Color

16:57

Adaptive Shadow System

19:23

Hair Shadow Proxy

20:09

Partial Shadow

21:11

Hair Anisotropic Specular

22:31

See-Through Hair

23:22

Multi-layered Transparency

24:14

Silhouette Lines

24:52

Adaptive Facial Modifier

25:59

In-game LookDev Pipeline

26:55

Summary

28:39
Finding Harmony in Anime Style and Physically Based Rendering
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2023Mar 10
In this 2022 Technical Artist Summit talk, NetEase Games’ Chen Zhou focuses on rendering techniques for creating a physics-based world while keeping anime style feeling in game. A practical approach with deferred rendering pipeline, lighting, shadowing, post process and other notable features in 2D animations in runtime and assets creation are introduced. The concept of bringing advanced modern rendering techniques to toon shading based games can also be applied to other art styles. GDC returns to San Francisco this March 20-24, 2023, and registration is now open! For more information, be sure to visit our website and follow the #GDC23 hashtag on social media. Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter:   / official_gdc   GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

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