I currently working on my final year project that is looking into the use of ray-tracing systems to create an effective reverb system.
I’ve got a long way to go, and I’m still currently looking in to the possible techniques of how I might achieve the most effective system. One of the influences I have come across is the MADDER system used within ‘Killzone Shadow Fall’. In their GDC conference slides, they mention that they use 4 sweeping ray casts and pick the closet surface material from each of these. Below is the slide that represents this…
I was wondering if any of you guys had any ideas on how I might recreate such a system within UE4?
All 311 slides on the audio system of Killzone Shadow Fall can be found here… http://www.slideshare.net/guerrillagames/the-nextgen-dynamic-sound-system-of-killzone-shadow-fall?from_action=save
(The information on this MADDER system can be found from slide 190 i think, so rather than clicking through all the slides, it’ll probably be quicker to log in via LinkedIn and download it that way, then just search ‘MADDER’ within the PDF)
Any help would be greatly appreciated!