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Brian Karis
@BrianKaris
Engineering Fellow - Graphics at Epic Games.
San Francisco, CA
Joined November 2009
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    Finally, after over a decade of personal research, >3 years of full time work, I am so proud to show my ultimate passion project: virtualized geometry tech we call Nanite coming in #UE5 and a demo using it running real-time on PS5.
    👋 Say hello to Unreal Engine 5—take your first look now! #UE5 unrealengine.com/blog/a-first-l…
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    As some have noticed Nanite software rasterizes most of the triangles we draw! We have 2 different specialized software rasterizers running in async compute. Fast enough to fill the screen with micropolys. More cool info on #UE5, Nanite, and Lumen: eurogamer.net/articles/digit….
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    I’m finally going to spill all the Nanite secrets! Long and dense talk. 127 slides and counting. Less than a month away!
    @siggraph Advances in Real-Time Rendering in Games course line up here: advances.realtimerendering.com/s2021/index.ht… - awesome program this year, themes of efficient upscaling, handling dense geometry, RTGI and large-scale worlds lighting, to name a few.
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    I learned this week that I have been promoted to Engineering Fellow here at Epic, a level that did not previously exist. Humbled. I never thought I'd be considered for such a thing in my career.
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    Slides for "A Deep Dive into Nanite Virtualized Geometry" are now posted. Should cover everything you wanted to know about how Nanite works. advances.realtimerendering.com/s2021/index.ht…
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    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_l…
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    More tech info will be coming later this week on Nanite, Lumen, how this demo was made. #ue5. Stay tuned.
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    This is amazing! I wish I could have worked on this demo. Just so cool. Hats off to everyone who did. 1000s of dynamic shadow casting lights in real-time on a PS5! youtu.be/KYGEfQJPqW8?t=…
    We are Mega excited about this in particular 🔦 MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time
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    Nanite documentation here: docs.unrealengine.com/5.0/en-US/Rend… Super high level explanation of what is and how it works. Detailed explanation of how to use it.
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    Replying to @BrianKaris
    When I say over a decade I'm not exaggerating. Some blog posts of mine from the beginning of 2009. From then till now I've been thinking about this. So excited this day has finally come graphicrants.blogspot.com/2009/01/more-g… graphicrants.blogspot.com/2009/01/virtua…
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    Join me on a live stream this Thursday talking about Nanite and answering questions
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    I'll be doing a live stream soon (I think next week) to cover some more #Nanite info and answer questions. For a full technical deep dive into how Nanite works I'll be presenting at #SIGGRAPH2021 in August.
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    Sigh. Apparently I need to weigh in on this TAA topic. MSAA is an antiquated technique designed to generate more samples on polygon edges as that was the only area that was undersampled at the time. 1/12
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    More details on Nanite here:
    We're kicking off Unreal Fest Online 2020 with a look at next-gen game development and the creation of our Unreal Engine 5 demo. #UnrealFest #UE5 Tune in now: youtu.be/roMYi7BU1YY