Practical Multilayered Materials in Call of Duty: Infinite Warfare

Michal Drobot

This talk presents a practical approach to multilayer, physically based surface rendering, specifically optimized for Forward+ rendering pipelines. The presented pipeline allows for the creation of complex surface by decomposing them into different mediums, each represented by a simple BRDF/BSSRDF and a set of simple, physical macro properties such as thickness, scattering, and absorption. The de-scribed model is explained via practical examples of common multilayer materials such as car paint, lacquered wood, ice, and semi-translucent plastics. Finally, the talk describes intrinsic implementation details for achieving a low performance budget for 60 Hz titles as well as supporting multiple rendering modes: opaque, alpha blend, and refractive blend.

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