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briankaris.bsky.social
Engineering Fellow at Epic Games. Author of Nanite.
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An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...

I am honored and humbled to share that I’ve been selected for this years ACM SIGGRAPH Practitioner Award www.siggraph.org/award-winner.... I don’t know what to say.

I am generally not a fan of architecture talks. Most are an explanation of a 100+ arbitrary decisions with no way to prove they are beneficial. Rarely do they compare to a previous approach to show this was an improvement and why.

Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time. Add it to your schedule and come say hi: schedule.gdconf.com/session/path...

I found a nice approximation to the integral of projected areas of an SGGX: integral sqrt( w^T S w ) dw ~= pi * ( (1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) + (1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )

Some of my favorite games of all time.

I just pushed a new paper to arXiv. I realized that a lot of my previous work on robust losses and nerf-y things was dancing around something simpler: a slight tweak to the classic Box-Cox power transform that makes it much more useful and stable. It's this f(x, λ) here:

I'll be back at GDC this year! I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah. Session: schedule.gdconf.com/session/path...

I've written an article for my webpage on how the raymarcher for The Gunk was made! jarllarsson.github.io/gen/gunkraym... #gamedev #xbox #gp #graphicsprogramming #rendering #unreal

Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample...

The first Moana was my first credit at Disney Animation, so working on Moana 2 was a cool opportunity to revisit and reflect over how much I've learned and worked on over the past decade. Here's a short blog post with some thoughts from working on Moana 2: blog.yiningkarlli.com/2024/12/moan...

Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj