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
Yes, it should work as long as those shapes are large enough (don't require explicit sampling) - many titles shipped using hidden Lumen emissives as area fill lights, though that's not as powerful for artists as an additive mesh light. Cool, I really enjoy stylized gfx and tech solutions for it.
November 12, 2025 at 1:20 PM
Amazing results! So you were picking N most important analytical mesh light shapes for a given scene and then intersecting/accumulating for each Lumen ray (including screen space one)?
November 12, 2025 at 12:41 PM
I recommend just reading the slides. After the talk, we filled the presenter notes with more information than we could fit in our live talk.
October 14, 2025 at 1:47 PM
It was recorded, so at some point it should be available on the ACM website.
September 29, 2025 at 11:31 PM
We use a similar technique in UE, but using cheap AO derived from the distance fields, which then artists use to modify materials in material shaders. Though it's much less powerful - more like a procedural scene-aware texturing than a mesh blend system.
July 31, 2025 at 7:53 PM
My feeling is that 20y ago there was a huge barrier to start, but if you could land a publishing deal (even on Steam) your game would at least recoup a large part of the budget. Nowadays the risk is much higher.
July 6, 2025 at 9:06 PM
It's very simple. One is checkerboarding and the other one is half/quater res.
May 22, 2025 at 1:24 AM
Well, it's more like "Go, go, go, fuck (KURWAAA), police" :)
May 20, 2025 at 2:30 PM
Great to see you getting this award and certainly well deserved!
May 14, 2025 at 11:41 AM
It's designed for run time compression (e.g. real-time captured env maps), so quality isn't the best. If you can compress those offline then likely Compressonator would be a better choice.
May 1, 2025 at 9:10 PM
I imagine dynamic register allocation is also quite useful on DXR 1.0, as on hit you need to evaluate materials and they can have highly variable complexity. At least in the future, as for now it seems like everyone is either simplifying or caching materials for perf reasons.
April 9, 2025 at 11:37 AM
It reminds me of FMV games, which were a cool idea, but it also was a dead end due to various limitations of the tech.
April 7, 2025 at 11:24 AM
I see this more as a big corp opened a service which allows you to order Simpson merch without owning the IP. Yeah, a skilled artist could make such a t-shirt himself, but it's not the same as a company earning money by selling them.
March 29, 2025 at 2:54 PM
Well, obviously would prefer a tech paper actually digging into tech, but still it's a nice post with some hints. Hopefully one day the embargo will be lifted.
March 14, 2025 at 8:51 PM
In UE we just write out line data to a buffer and then draw those lines using the rasterizer.
December 21, 2024 at 6:23 PM
VT surface catching has always been a very tempting idea, which could help with lots of things, but how do you deal with generating unique and reasonable UVs on UGC content? Some things like foliage don't seem to have a good solution.
December 15, 2024 at 2:51 PM
Not sure what's the definition of PT translucency, but UE5 RT translucency does trace paths. This is how it can do multiple reflection/refraction events, where each hit needs to be lit by multiple light sources and receive GI.
December 10, 2024 at 11:22 PM