Sign in

Krzysztof Narkowicz

@knarkowicz.bsky.social
1.5K followers 160 following 52 posts

Engineering Fellow at Epic Game. I love games, graphics and lighting. knarkowicz.wordpress.com

PostsRepliesMedia
Krzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026
Interesting DLSS5 tech details: github.com/maanHimself/...
github.com
GitHub - maanHimself/OpenDLSS-NR: A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.
A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original. - maanHimself/OpenDLSS-NR
1208
Krzysztof Narkowicz @knarkowicz.bsky.social · 08/08/2026
It's great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: community.arm.com/cfs-file/__k...
community.arm.com
0308
Krzysztof Narkowicz @knarkowicz.bsky.social · 12/04/2026
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...
gdcvault.com
The Evolution of Real-Time Global Illumination in 'Love and Deepspace' (Presented by Arm)
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 ...
1273
Krzysztof Narkowicz @knarkowicz.bsky.social · 24/02/2026
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...
microsoft.github.io
Direct3D 11.3 Functional Specification
0214
Krzysztof Narkowicz @knarkowicz.bsky.social · 14/02/2026
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
artstation.com
Rainforest Stream In Unreal 5, Tyler Smith
Wanted to do some nature sketching in UE5 :D
050
Krzysztof Narkowicz @knarkowicz.bsky.social · 14/02/2026
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
arxiv.org
Forget Superresolution, Sample Adaptively (when Path Tracing)
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. ...
04010
Reposted by Krzysztof Narkowicz
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...
116250
Krzysztof Narkowicz @knarkowicz.bsky.social · 26/08/2025
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.
35213
Reposted by Krzysztof Narkowicz
ceruleite.bsky.social @ceruleite.bsky.social · 26/08/2025
#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....
03212
Krzysztof Narkowicz @knarkowicz.bsky.social · 15/08/2025
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 :)
060
Reposted by Krzysztof Narkowicz
ceruleite.bsky.social @ceruleite.bsky.social · 06/08/2025
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!
26831
Krzysztof Narkowicz @knarkowicz.bsky.social · 15/07/2025
Amazing talk about Neural Materials. Lots of insight - from why layered materials are important to an overview of current neural solutions and their tradeoffs: youtu.be/xUnXPNFWJUY?...
youtu.be
The Future of Analytical Materials in a Neural World
YouTube video by High-Performance Graphics
0309
Krzysztof Narkowicz @knarkowicz.bsky.social · 06/04/2025
Another great article from Chips and Cheese. This time about dynamic RDNA4 register allocation. Having full dynamic allocation would be huge for all those complex shaders we write nowadays, but as the article shows it's not easy to get there.
1182
Reposted by Krzysztof Narkowicz
Arseny Kapoulkine @zeux.io · 01/04/2025
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Reposts appreciated :) zeux.io/2025/03/31/m...
zeux.io
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
212456
Krzysztof Narkowicz @knarkowicz.bsky.social · 13/03/2025
Interesting to see a bit of details behind the amazing DLSS tech: research.nvidia.com/labs/adlr/DL...
research.nvidia.com
DLSS 4: Transforming Real-Time Graphics with AI
1317
Krzysztof Narkowicz @knarkowicz.bsky.social · 04/12/2024
Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...
youtube.com
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
17822
Krzysztof Narkowicz @knarkowicz.bsky.social · 12/11/2024
Does anyone know whether DoF is done through path tracing or post in offline movie rendering? I've heard that it's mostly done in post due to performance and extra flexibility, but I wonder whether that's still the case, and whether some shots are rendered (challenging DoF) and some in post.
862
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.
36017
Krzysztof Narkowicz @knarkowicz.bsky.social · 10/12/2023
@demofox.bsky.social Hi, your ST blue noise is amazing, but I can't figure out how to draw N scalar values per pixel for N rays. Tex(screenPos+R2, frameIndex) or similar offsets have correlation artifacts (see img). frac(Tex(screenPos,frameIndex) + Golden ratio*FrameIndex%N) has worse convergence.
151