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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!
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 :)
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...
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.
#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....
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...
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...
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
10mo
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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
3mo
9mo
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microsoft.github.io
Direct3D 11.3 Functional Specification
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
Nanite Tessellation
graphicrants.blogspot.com
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
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
The Evolution of Real-Time Global Illumination in 'Love and Deepspace' (Presented by Arm)
Forget Superresolution, Sample Adaptively (when Path Tracing)
cgg.mff.cuni.cz
Rainforest Stream In Unreal 5, Tyler Smith
Wanted to do some nature sketching in UE5 :D
www.artstation.com
#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....
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Krzysztof Narkowicz
Brian Karis
9mo