Krzysztof Narkowicz
knarkowicz.bsky.social
Krzysztof Narkowicz
@knarkowicz.bsky.social
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Pinned
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....
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....
August 26, 2025 at 5:10 PM
Reposted by Krzysztof Narkowicz
#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....
August 26, 2025 at 3:59 PM
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 :)
August 15, 2025 at 2:16 PM
Reposted by Krzysztof Narkowicz
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!
August 6, 2025 at 5:53 AM
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?...
The Future of Analytical Materials in a Neural World
YouTube video by High-Performance Graphics
youtu.be
July 15, 2025 at 12:30 PM
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.
Hello you fine Internet folks,

Today we are continuing our deep-diving into the RDNA4 architecture with looking at the newly added Dynamic Register Allocation and how it compares to Nvidia's `setmaxnreg`.

Hope y'all enjoy!

open.substack.com/pub/chipsand...

old.chipsandcheese.com/2025/04/05/d...
Dynamic Register Allocation on AMD's RDNA 4 GPU Architecture
Modern GPUs often make a difficult tradeoff between occupancy (active thread count) and register count available to each thread.
open.substack.com
April 6, 2025 at 1:38 PM
Reposted by Krzysztof Narkowicz
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...
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...
zeux.io
April 1, 2025 at 4:49 AM
Interesting to see a bit of details behind the amazing DLSS tech: research.nvidia.com/labs/adlr/DL...
DLSS 4: Transforming Real-Time Graphics with AI
research.nvidia.com
March 13, 2025 at 10:14 PM
Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...
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...
www.youtube.com
December 4, 2024 at 12:34 PM
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.
November 12, 2024 at 10:48 PM
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...
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.
dev.epicgames.com
October 30, 2024 at 2:52 PM
@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.
December 10, 2023 at 4:16 PM