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Brian Karis

@briankaris.bsky.social
1.8K followers 141 following 102 posts

Engineering Fellow at Epic Games. Author of Nanite.

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Reposted by Brian Karis
Anis @auzaiffe.bsky.social · 26/09/2026
I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c...
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Adam Marrs @acmarrs.bsky.social · 26/08/2026
I’m stoked this is finally revealed! Gears of War: E-Day is a graphics milestone - the world’s first game to ray trace Nanite in real-time, delivered with RTX Mega Geometry. Huge thanks to The Coalition for the vision and collaboration that made this result possible. youtu.be/yeMtCvxBiIM?...
youtu.be
RTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega Geometry
YouTube video by NVIDIA GeForce
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Stephen Hill @selfshadow.com · 13/07/2026
EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/)
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Yining Karl Li @yiningkarlli.bsky.social · 02/07/2026
In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)
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Scott Anderson @impossible.bsky.social · 07/06/2026
These posts are coming up a lot on Bluesky now, and I think you can save a lot of time by assuming all AAA games, and games made by large corporations in general, use generative AI unless they explicitly state they do not
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Rune Skovbo Johansen @runevision.bsky.social · 30/03/2026
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
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Brian Karis @briankaris.bsky.social · 15/03/2026
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...
graphicrants.blogspot.com
Nanite + Reyes
Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...
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Freya Holmér @freya.bsky.social · 27/02/2026
hearing AI company CEOs excitedly telling you how "we can now all finally become managers" without blinking makes me want to pack my bags and move to the moon
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 11/02/2026
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out: www.shadertoy.com/view/WX3fRB
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Brian Karis @briankaris.bsky.social · 02/02/2026
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...
graphicrants.blogspot.com
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
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mmalex @mmalex.bsky.social · 01/11/2025
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
youtu.be
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
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Brian Karis @briankaris.bsky.social · 26/10/2025
@leepetty.bsky.social @p1xelcoder.bsky.social @ianmcque.bsky.social Keeper is an artistic and technical masterpiece! Bravo! Utterly unique in every way. Gobsmacked. Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
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Aaron Hertzmann @aaronhertzmann.com · 24/10/2025
Here's a recording of my talk on the role of computers in making art, including so-called "AI", which was presented as the opening keynote of SIGGRAPH 2025, incorporating lessons from the history of computer graphics, photography, modern art, and philosophy of art. www.youtube.com/watch?v=c2YR... 1/
youtube.com
Can Computers Create Art? Lessons from art history
YouTube video by Aaron Hertzmann
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themaister.bsky.social @themaister.bsky.social · 05/10/2025
New blog post: Outlining an alternative path to learn graphics programming. themaister.net/blog/2025/10...
themaister.net
A case for learning GPU programming with a compute-first mindset – Maister's Graphics Adventures
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Arseny Kapoulkine @zeux.io · 30/09/2025
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
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Dylan Browne @dylanbrowne.bsky.social · 24/07/2025
The new Nanite Foliage Voxel representation is an absolute game changer for distant environments, density preservation is pretty much perfect. 5 min test scene i whipped up here. ~1 million 20 million poly trees scattered with PCG #UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
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c0de517e.bsky.social @c0de517e.bsky.social · 14/07/2025
My talk is out! c0de517e.com/023_hpg.htm
c0de517e.com
Hallucinations on the future of real-time rendering.
Angelo Pesce's homepage & blog on computers, graphics and other things.
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Christoph Peters @momentsingraphics.bsky.social · 21/06/2025
All HPG 2025 papers are now available on the EG digital library. CGF papers: diglib.eg.org/handle/10.23... Conference papers: diglib.eg.org/handle/10.23... It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
diglib.eg.org
44-Issue 8
High-Performance Graphics 2025
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Justin Solomon @justinmsolomon.bsky.social · 18/06/2025
I signed and encourage colleagues to do the same. Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
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Matthew Wilde @skilful.bsky.social · 13/06/2025
This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested. Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
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Stephen Hill @selfshadow.com · 10/06/2025
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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Brian Karis @briankaris.bsky.social · 04/06/2025
More rendering tech details on how the Witcher 4 UE5 demo works youtu.be/0X6amtHcrUE?...
youtu.be
Livestream 2, Day 2 | Unreal Fest 2025
YouTube video by Unreal Engine
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Brian Karis @briankaris.bsky.social · 04/06/2025
Great video from DF! Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
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Yining Karl Li @yiningkarlli.bsky.social · 03/06/2025
The new Witcher 4 UE5.6 tech demo that was shown today is the most amazing realtime tech demo I've seen yet. Nanite Foliage is particularly impressive- I've always liked the idea of voxel-based LOD and this is the best implementation I've ever seen! www.youtube.com/watch?v=aorR...
youtube.com
The Witcher 4 Unreal Engine 5 Tech Demo 4K | State of Unreal | Unreal Fest Orlando
YouTube video by Unreal Engine
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Brian Karis @briankaris.bsky.social · 03/06/2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
youtube.com
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
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Brian Karis @briankaris.bsky.social · 30/05/2025
Great step forward but let’s be clear what this is and isn’t. Faster and higher quality than 3DGS, yay! But these aren’t meshes nor even opaque triangles that we know and love.
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JCGT announcements @handle.invalid · 16/05/2025
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
realtimerendering.com
JCGT is moving along | Real-Time Rendering
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Brian Karis @briankaris.bsky.social · 14/05/2025
I am honored and humbled to share that I’ve been selected for this years ACM SIGGRAPH Practitioner Award www.siggraph.org/award-winner.... I don’t know what to say.
siggraph.org
Announcing the 2025 Award Winners - ACM SIGGRAPH
Distinguished Educator Glenn Goldman           glenn.goldman@njit.edu      For pioneering work and providing opportunities to the academic and professional communities in computer graphics and interac...
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Brian Karis @briankaris.bsky.social · 19/03/2025
I am generally not a fan of architecture talks. Most are an explanation of a 100+ arbitrary decisions with no way to prove they are beneficial. Rarely do they compare to a previous approach to show this was an improvement and why.
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Adam Marrs @acmarrs.bsky.social · 05/03/2025
Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time. Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
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Brian Karis @briankaris.bsky.social · 25/02/2025
I found a nice approximation to the integral of projected areas of an SGGX: integral sqrt( w^T S w ) dw ~= pi * ( (1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) + (1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
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Brian Karis @briankaris.bsky.social · 25/02/2025
Some of my favorite games of all time.
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Jon Barron @jonbarron.bsky.social · 18/02/2025
I just pushed a new paper to arXiv. I realized that a lot of my previous work on robust losses and nerf-y things was dancing around something simpler: a slight tweak to the classic Box-Cox power transform that makes it much more useful and stable. It's this f(x, λ) here:
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Adam Marrs @acmarrs.bsky.social · 11/02/2025
I'll be back at GDC this year! I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah. Session: schedule.gdconf.com/session/path...
A screenshot of path traced Nanite geometry in NVIDIA's "Zorah" Blackwell launch demo.
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Jarl Larsson @jarllarsson.bsky.social · 02/02/2025
I've written an article for my webpage on how the raymarcher for The Gunk was made! jarllarsson.github.io/gen/gunkraym... #gamedev #xbox #gp #graphicsprogramming #rendering #unreal
jarllarsson.github.io
Raymarching The Gunk
How the raymarched slime was developed for the game The Gunk.
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Christoph Kubisch @pixeljetstream.bsky.social · 30/01/2025
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample...
github.com
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
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Yining Karl Li @yiningkarlli.bsky.social · 18/12/2024
The first Moana was my first credit at Disney Animation, so working on Moana 2 was a cool opportunity to revisit and reflect over how much I've learned and worked on over the past decade. Here's a short blog post with some thoughts from working on Moana 2: blog.yiningkarlli.com/2024/12/moan...
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Aras Pranckevičius @aras-p.bsky.social · 10/12/2024
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
github.com
GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics
revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
This turns ReSTIR into stochastic (and lossy) light culling, exploiting the property that reservoirs contain a decent distribution of lights around each point. Artifacts: * Noise - especially with lights appearing & moving * Darkening in areas affected by > 8 lights This vs brute force when still:
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Tuan Kuranes @tuankuranes.eurosky.social · 30/11/2024
Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...
dubiousconst282.github.io
A guide to fast voxel ray tracing using sparse 64-trees
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Adam Marrs @acmarrs.bsky.social · 21/11/2024
Fantastic talk by @warheart.bsky.social on optimizations and improvements to UE's renderer. Excellent insights and results to learn from! www.youtube.com/watch?v=WGv_...
youtube.com
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024
YouTube video by Unreal Engine
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Brian Karis @briankaris.bsky.social · 15/11/2024
Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...
mangosister.github.io
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
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Brian Karis @briankaris.bsky.social · 10/11/2024
Great stuff in there! I don’t use that exact same order. I tend to start more with images and tables, less with the abstract and intro. Then I often pick the next step based on what’s the question those cause me to ask most. But the high level approach is spot on.
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Jacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024
The first public release of tiny_bvh is now available from Github: github.com/jbikker/tiny... tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is! Feedback welcome.
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Krzysztof Narkowicz @knarkowicz.bsky.social · 30/10/2024
MegaLights release took me a bit by surprise. It was just a small prototype on a backburner, not planned to be showcased in UE 5.5. Now trying to catch up after the demo push, starting from writing the official docs which just went online: dev.epicgames.com/documentatio...
dev.epicgames.com
MegaLights in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
A whole new direct lighting path to place many dynamic and shadowed area lights in an Unreal Engine scene.
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Brian Karis @briankaris.bsky.social · 26/10/2024
People watch our GitHub submits so no point in being quiet. A chunk of our voxel research hit UE5 main today. Still very WIP but first time it’s coming out of a private stream. Some of it is building on prototypes I made 7 years ago now and talked about in my Journey to Nanite HPG talk.
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Brian Karis @briankaris.bsky.social · 24/10/2024
Hello world!
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