Our work on Wrath Of The Titans featured an environment on a massive scale, much of which would be destroyed or interacted with by an equally massive Titan. Shots contained multiple models with hundreds of millions of polygons each, which then needed to be shattered, whilst retaining all their detail, in an artdirectable fashion. Techniques involving voxelised geometry and Ptex displacements were devised. These methods allowed for the procedural creation and reconstruction of very heavy models, without loss of detail, that could still be modified in a sculpting package after the procedural step.
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