Reposted by Brian KarisAnis @auzaiffe.bsky.social · 26/09/2026I 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... 13214
Reposted by Brian KarisAdam Marrs @acmarrs.bsky.social · 26/08/2026I’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.beRTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega GeometryYouTube video by NVIDIA GeForce 1175
Reposted by Brian KarisStephen Hill @selfshadow.com · 13/07/2026EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/) 02118
Reposted by Brian KarisYining Karl Li @yiningkarlli.bsky.social · 02/07/2026In 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) 13412
Reposted by Brian KarisScott Anderson @impossible.bsky.social · 07/06/2026These 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 4233
Reposted by Brian KarisRune Skovbo Johansen @runevision.bsky.social · 30/03/2026My 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 17557169
Brian Karis @briankaris.bsky.social · 15/03/20262 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...graphicrants.blogspot.comNanite + ReyesLet's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th... 27929
Reposted by Brian KarisFreya Holmér @freya.bsky.social · 27/02/2026hearing 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 1961268
Reposted by Brian KarisBjörn Ottosson - making Island Architect @bottosson.bsky.social · 11/02/2026I'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 18110
Brian Karis @briankaris.bsky.social · 02/02/2026I'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.comNanite TessellationNanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it... 116250
Reposted by Brian Karismmalex @mmalex.bsky.social · 01/11/2025i 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.beGame Architectures with Alex Evans and Anton MikhailovYouTube video by Wookash Podcast 34718
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. 3231
Reposted by Brian KarisAaron Hertzmann @aaronhertzmann.com · 24/10/2025Here'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.comCan Computers Create Art? Lessons from art historyYouTube video by Aaron Hertzmann 34815
Reposted by Brian Karisthemaister.bsky.social @themaister.bsky.social · 05/10/2025New blog post: Outlining an alternative path to learn graphics programming. themaister.net/blog/2025/10...themaister.netA case for learning GPU programming with a compute-first mindset – Maister's Graphics Adventures 03310
Reposted by Brian KarisArseny Kapoulkine @zeux.io · 30/09/2025New 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... 116655
Reposted by Brian KarisDylan Browne @dylanbrowne.bsky.social · 24/07/2025The 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 67114
Reposted by Brian Karisc0de517e.bsky.social @c0de517e.bsky.social · 14/07/2025My talk is out! c0de517e.com/023_hpg.htmc0de517e.comHallucinations on the future of real-time rendering.Angelo Pesce's homepage & blog on computers, graphics and other things. 0146
Reposted by Brian KarisChristoph Peters @momentsingraphics.bsky.social · 21/06/2025All 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.org44-Issue 8High-Performance Graphics 2025 15224
Reposted by Brian KarisJustin Solomon @justinmsolomon.bsky.social · 18/06/2025I 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. 1238
Reposted by Brian KarisMatthew Wilde @skilful.bsky.social · 13/06/2025This 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. 424755
Reposted by Brian KarisStephen Hill @selfshadow.com · 10/06/2025The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...blog.selfshadow.comSIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice 18030
Brian Karis @briankaris.bsky.social · 04/06/2025More rendering tech details on how the Witcher 4 UE5 demo works youtu.be/0X6amtHcrUE?...youtu.beLivestream 2, Day 2 | Unreal Fest 2025YouTube video by Unreal Engine 1385
Brian Karis @briankaris.bsky.social · 04/06/2025Great 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. 3375
Reposted by Brian KarisYining Karl Li @yiningkarlli.bsky.social · 03/06/2025The 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.comThe Witcher 4 Unreal Engine 5 Tech Demo 4K | State of Unreal | Unreal Fest OrlandoYouTube video by Unreal Engine 0213
Brian Karis @briankaris.bsky.social · 03/06/2025Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...youtube.comThe Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025YouTube video by IGN 1420845
Brian Karis @briankaris.bsky.social · 30/05/2025Great 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. 2306
Reposted by Brian KarisJCGT announcements @handle.invalid · 16/05/2025An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...realtimerendering.comJCGT is moving along | Real-Time Rendering 02014
Brian Karis @briankaris.bsky.social · 14/05/2025I 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.orgAnnouncing the 2025 Award Winners - ACM SIGGRAPHDistinguished Educator Glenn Goldman glenn.goldman@njit.edu For pioneering work and providing opportunities to the academic and professional communities in computer graphics and interac... 121111
Brian Karis @briankaris.bsky.social · 19/03/2025I 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. 2261
Reposted by Brian KarisAdam Marrs @acmarrs.bsky.social · 05/03/2025Just 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... 1374
Brian Karis @briankaris.bsky.social · 25/02/2025I 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 ) ) 24510
Reposted by Brian KarisJon Barron @jonbarron.bsky.social · 18/02/2025I 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: 210924
Reposted by Brian KarisAdam Marrs @acmarrs.bsky.social · 11/02/2025I'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... 1435
Reposted by Brian KarisJarl Larsson @jarllarsson.bsky.social · 02/02/2025I'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 #unrealjarllarsson.github.ioRaymarching The GunkHow the raymarched slime was developed for the game The Gunk. 59022
Reposted by Brian KarisChristoph Kubisch @pixeljetstream.bsky.social · 30/01/2025Thanks 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.comGitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracingSample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters 211335
Reposted by Brian KarisYining Karl Li @yiningkarlli.bsky.social · 18/12/2024The 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... 68315
Reposted by Brian KarisAras Pranckevičius @aras-p.bsky.social · 10/12/2024Huh, 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/3s33zjgithub.comGitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphicsrevisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited 515640
Reposted by Brian KarisTomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024This 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: 2403
Reposted by Brian KarisTuan Kuranes @tuankuranes.eurosky.social · 30/11/2024Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...dubiousconst282.github.ioA guide to fast voxel ray tracing using sparse 64-trees 0437
Reposted by Brian KarisAdam Marrs @acmarrs.bsky.social · 21/11/2024Fantastic 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.comA Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024YouTube video by Unreal Engine 0315
Brian Karis @briankaris.bsky.social · 15/11/2024Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...mangosister.github.ioEfficient Scene Appearance Aggregation for Level-of-Detail Rendering 27719
Brian Karis @briankaris.bsky.social · 10/11/2024Great 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. 280
Reposted by Brian KarisJacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024The 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. 69730
Reposted by Brian KarisKrzysztof Narkowicz @knarkowicz.bsky.social · 30/10/2024MegaLights 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.comMegaLights in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer CommunityA whole new direct lighting path to place many dynamic and shadowed area lights in an Unreal Engine scene. 36017
Brian Karis @briankaris.bsky.social · 26/10/2024People 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. 47215