Kleber Garcia
Electronic Arts
Abstract
We present the architectural challenges & decisions related to global illumination and ray tracing for the latest installment of the /Dragon Age /series - /Dragon Age: The Veilguard./ First, we will cover the challenges around our probe baking system and decisions made around the team size and asset constraints. Next, we will share implementation choices taken for ray tracing considering the limitations of already existing ray tracing tech, with the additional requirement of supporting more GPUs.
About the Speaker
Kleber started his career at Florida tech as a grad student for Dr. Philip Chan doing research on regression algorithms. Upon completion of his masters in computer science, he worked in the computer graphics industry for Electronic Arts for 10 years. Many of his contributions for EA included rendering pipelines for madden nfl, anthem, battlefield, and many other games based on the Frostbite's game. Kleber now operates as a principal software engineer for Electronic Arts - Frostbite Engine, contributing to technology towards real time graphics.