Kasparas Eidukonis
Massive Entertainment - a Ubisoft Studio
Senior audio programmer, Kasparas, comes from a background of classical music. He studied Cello, before falling in love with game development while working on his personal project - remaking game engines. As a self-taught developer, he has since been working as an Audio Programmer at Massive Entertainment, combining his passion for audio, engineering and games.
Kasparas Eidukonis is speaking at the following session/s
Avatar: Frontiers of Sound Propagation
New gen consoles and modern GPU hardware have opened new opportunities for how sound propagation can be handled in games. In Avatar: Frontiers of Pandora, these new opportunities sent the sound crew on a journey to the realms of raytracing and voxelized path finding, towards the ultimate goal: a real-time propagation solution providing an obstruction and occlusion simulation that’s scalable, supports dynamic environments, uses existing data, requires no baking steps, no adding of rooms and portals, or tagging materials with absorption values. Spoiler alert: they did not quite get there! However, in this talk, two senior members of the audio team will present their intriguing and impressive final solution sharing what they learned along the way.
Session Takeaway
- Hear how Avatar: Frontiers of Pandora utilizes GPU raytracing for sound propagation.
- Learn how the team's understanding of obstruction, occlusion and attenuation changed through the development.
- Gain insights into the iterative workflow between audio code and sound design.
Session speakers