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Discover Frostbite’s Quad Mesh Simplification

Frostbite Blog

A common solution for improving rendering performance in gaming is the use of models with varying levels of detail or LODs for short. As objects get further away from the camera, models with decreasing resolution are used to reduce rendering complexity.

Artists dedicate a lot of time creating high-fidelity character models that are often based on quad meshes. However, existing tools that procedurally generate LODs often prioritize triangulating meshes and ignore topology, resulting in LODs that are far lower in quality than a hand-authored equivalent.

The Frostbite team has worked with BioWare to solve this challenge by developing a new technology for automated LOD generation for quad-based meshes. Today, that technology is used by game teams across EA Studios, from Battlefield to Plants vs Zombies, to deliver more realistic environments even when rendered at a distance.

Join the Frostbite team next week at GDC’s new virtual event, GDC Showcase, as Senior Software Engineer Ashton Mason demonstrates how EA uses Frostbite’s Quad Mesh Simplification Technology to make its models more efficient without losing their shape.

Developers, technical artists, and those who are interested in quad mesh simplification are welcome to attend the live discussion. To learn more or register for GDC Showcase, visit https://gdconf.com/showcase

Details at a Glance:

Session Name: Quad Mesh Simplification in Frostbite
Speaker: Ashton Mason  (Senior Software Engineer, Electronic Arts)
Date: Monday, March 15, 2021
Time: 11:50 a.m. - 12:20 p.m. PT

Hope to see you there!

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