Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile
Krzysztof Narkowicz

@knarkowicz

Technical Director - Graphics at Epic Games. Love games, graphics and low level stuff.

ID: 91371660

linkhttps://knarkowicz.wordpress.com calendar_today20-11-2009 16:19:10

2,2K Tweet

8,8K Followers

405 Following

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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 Daniel Wright and which we later discarded: knarkowicz.wordpress.com/2022/08/18/jou…

Brian Karis (@briankaris) 's Twitter Profile Photo

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.

Daniel Wright (@epicshaders) 's Twitter Profile Photo

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.com/s2022/index.ht… Krzysztof Narkowicz Patrick Kelly

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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.

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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/the-art-of-the…

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

Interesting BVH stats from Cyberpunk and Hogwarts Legacy (though article itself has some dubious bits). chipsandcheese.com/2023/03/22/ray…

Interesting BVH stats from Cyberpunk and Hogwarts Legacy (though article itself has some dubious bits). chipsandcheese.com/2023/03/22/ray…
Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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/R…

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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).

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).
Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

Sony Creators Conference talks: Gran Turismo 7 rendering, Screen space shadows and 3d asset creation with generative AI: youtu.be/btWy-BAERoY

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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

Krzysztof Narkowicz (@knarkowicz) 's Twitter Profile Photo

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…