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Mortal Kombat 11: high fidelity cached simulations in real-time

Published:28 July 2019Publication History

ABSTRACT

Mortal Kombat 11 introduces an Alembic-based asset pipeline that enables artists to leverage new workflows previously unattainable in real-time games. Blood and gore are the cornerstone of the franchise, and the art direction for our Fatalities and Fatal Blows focuses on close-up, high-fidelity, slow-motion shots showing extreme amounts of blood, which traditional sprite particles would struggle to achieve.

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References

  1. Christopher Evans, Lars Martinsson, and Sascha Herfort. 2014. Building an empire: asset production in Ryse. ACM SIGGRAPH 2014 Courses. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Simon Green. 2008. Particle-based Fluid Simulation. http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_ParticleFluids.pdf.Google ScholarGoogle Scholar
  3. Jihun Yu and Greg Turk. 2013. Reconstructing surfaces of particle-based fluids using anisotropic kernels. ACM Transactions on Graphics 32, 5 (Jan. 2013). Google ScholarGoogle ScholarDigital LibraryDigital Library

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '19: ACM SIGGRAPH 2019 Talks
      July 2019
      143 pages
      ISBN:9781450363174
      DOI:10.1145/3306307

      Copyright © 2019 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 July 2019

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      Overall Acceptance Rate1,822of8,601submissions,21%
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