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

Joined November 2009
112 Photos and videos
Pinned Tweet
Together with @EpicShaders and @_pmkelly we are doing an in-depth talk on Lumen at #rtadvances. We'll cover (virtually) how we trace rays, reuse computations, solve the whole indirect lighting path and noise, and scaled all of this to "The Matrix Awakens". advances.realtimerendering.c…
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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/documentat…
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2 months ago there was this crazy idea - could we dogfood the latest prototype using a demo and shape it into an experimental feature? It was quite a ride, but thanks to @TiagoCostaV joining MegaLights, help from other engineers and an amazing art team we made it.
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It’s early days. Lots of ideas on P4 shelves, algorithms to try and work left. Not ready yet to talk about tech details. Still, officially the cat is out of the bag, so it’s time to buckle up and deliver on the promise. Can't wait to see the first games shipping with this tech.
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Enjoyed watching Spider-Man 2 tech interview. It has some cool tricks like ray tracing room interiors instead of ray marching cubemaps and in general their RT reflection tech is quite impressive: youtu.be/fuu_wseJnIE?si=-Oah…

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SIGGRAPH ReSTIR course materials are amazing. They also just uploaded Cyberpunk Overdrive slides. Indirect/emissive/skylight is handled by "naive" BRDF sampling. Analytical lights use MIS to mix ReSTIR and "naive" BRDF sampling (reused indirect rays). intro-to-restir.cwyman.org/

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Sony Creators Conference talks: Gran Turismo 7 rendering, Screen space shadows and 3d asset creation with generative AI: youtu.be/btWy-BAERoY
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"Lighting in the Dying Light 2" Baked GI local probe volumes. Manually placed (I guess for indoors). Probes stored as SH. Baked with 3 bounces. 15 sets of probes. Time of day and weather changes through blending 2 sets. Finally baked probes are blended on top of a dynamic GI.
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Voxel cascade raymarching for dynamic GI. 1 occupancy bit per voxel irradiance per face. Time-spliced voxelization from screen space. Also trace baked heightfield and take closest hit as fallback for missing voxelization data. Full talk: youtu.be/UOsPC_V6uxA
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Star Wars Outlaws gameplay looks amazing. One thing which stands out is a strong barrel distortion coupled with a blur. Nice touch and I don't think I've ever seen it before in an AAA game (outside of quake mods).
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I'm scratching my head over this. ReSTIR with only temporal reuse. Two samples with equal probability to be selected. Every time temporal reuse happens the history reservoir wSum and M grows. The higher the wSum and M, the higher is the chance to reuse history sample.
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So without reservoir normalization (clamping M to 1) it will produce clumped temporal sample pattern (000111) instead of a 50% chance to flip sample selection every frame (010101). Which feels unexpected? Pinging @_cwyman_ to the rescue :)
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GDC Vault is slowly being populated with 2023 content. Amongst other talks, "Rendering God of War Ragnark" and and Cyberpunk "Building Night City: The Technology of Cyberpunk 20277" slides are already available. gdcvault.com/play/1028846/Re…

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Interesting BVH stats from Cyberpunk and Hogwarts Legacy (though article itself has some dubious bits). chipsandcheese.com/2023/03/2…
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Painters used similar shadow hacks as games - flat blobs projected on floor under characters, fake lights, lighting channels, lack of area shadows, lack of self-shadowing... thereader.mitpress.mit.edu/t…
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Is there some trick to pick N unique samples using Weighted Reservoir Sampling? Standard approach of running sample selection N times per each input item results in duplicated samples, which can be quite wasteful.
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Krzysztof Narkowicz retweeted
The slides for our huge Lumen presentation in the Advances course at Siggraph 2022 are now up! We presented all of our work on real-time Global Illumination in UE5 to date, with lots of inside info from 'The Matrix Awakens' demo. advances.realtimerendering.c… @knarkowicz @_pmkelly

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Krzysztof Narkowicz retweeted
The response has been amazing! Thank you! There is one type of response that I’ve heard that I’d like to correct though. I did not prove anything was the right or wrong approach. These were merely my conclusions along the way as to the path I most believed would achieve my goals.
At the #HPG2022 in-person event, @BrianKaris presented his Journey to Nanite. He talked about the process of inventing the groundbreaking geometry engine in UE5, highlighting the perseverance, confidence, and fear that comes with research. Watch it here: youtube.com/watch?v=NRnj_lnp…
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Lumen took a lot of exploration to reach shippable state. This ability to focus on a single thing is an awesome perk of working at Epic and I wanted to shed some light on early techniques I worked on with @EpicShaders and which we later discarded: knarkowicz.wordpress.com/202…
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