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An interesting idea to use surfels not only as a surface cache (PBGI), but also as a geo approx to trace against. The main use case is mobile, where triangle ray tracing isn’t widely supported in HW, and raymarching SDFs isn’t a great fit for bandwidth-limited devices. gdcvault.com/play/1035619...
1mo
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
Thank you @ceruleite.bsky.social for 20 years of organizing the Adavances course. I did learn a lot from it over the years. And also for a really well chosen speaker swag :)
MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.
Love and Deepspace is a mobile game dedicated to providing players with a near-realistic romantic experience. Providing realistic rendering on mobile devices is our constant goal. Global illumination ...
gdcvault.com
The Evolution of Real-Time Global Illumination in 'Love and Deepspace' (Presented by Arm)
Original PBGI instead of raymarching surfels was rasterizing small cubemaps (micro buffers) in order to compute GI. They had a much higher density of surfels and used it for a per pixel final gather instead of caching in an ambient cube probes. cgg.mff.cuni.cz/~jaroslav/gi...
Inspiring examples of stylized rendering in UE without any modifications to the engine. Just clever meshes and textures. Though I wonder if it holds up with changing lighting conditions? www.artstation.com/artwork/JrJKVv www.artstation.com/artwork/kNXBx2
Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642
4mo
3mo
9mo
It's time to share the program for the 2025 Advances in Real-time Rendering in Games. Check out all the details here: advances.realtimerendering.com/s2025/index.... and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
9mo
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online advances.realtimerendering.com/s2025/index....
1mo
3mo
3mo
Krzysztof Narkowicz
10mo
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
Nanite Tessellation
9mo
Krzysztof Narkowicz
Krzysztof Narkowicz
Brian Karis
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
microsoft.github.io
Direct3D 11.3 Functional Specification
cgg.mff.cuni.cz
Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...
arxiv.org
Wanted to do some nature sketching in UE5 :D
www.artstation.com
Forget Superresolution, Sample Adaptively (when Path Tracing)
Rainforest Stream In Unreal 5, Tyler Smith
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online advances.realtimerendering.com/s2025/index....
9mo