EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/)
Brian Karis
@briankaris.bsky.social
Engineering Fellow at Epic Games. Author of Nanite.
In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)
These posts are coming up a lot on Bluesky now, and I think you can save a lot of time by assuming all AAA games, and games made by large corporations in general, use generative AI unless they explicitly state they do not
I didn’t think it was possible to singlehandedly drum up worse negative hype for an entire showcase since Splitgate 2.
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...
Nanite + Reyes
Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...
graphicrants.blogspot.com
hearing AI company CEOs excitedly telling you how "we can now all finally become managers" without blinking makes me want to pack my bags and move to the moon
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out: www.shadertoy.com/view/WX3fRB
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
youtu.be
@leepetty.bsky.social @p1xelcoder.bsky.social @ianmcque.bsky.social Keeper is an artistic and technical masterpiece! Bravo! Utterly unique in every way. Gobsmacked. Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
Here's a recording of my talk on the role of computers in making art, including so-called "AI", which was presented as the opening keynote of SIGGRAPH 2025, incorporating lessons from the history of computer graphics, photography, modern art, and philosophy of art. www.youtube.com/watch?v=c2YR... 1/
Can Computers Create Art? Lessons from art history
YouTube video by Aaron Hertzmann
youtube.com
New blog post: Outlining an alternative path to learn graphics programming. themaister.net/blog/2025/10...
A case for learning GPU programming with a compute-first mindset – Maister's Graphics Adventures
themaister.net
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
The new Nanite Foliage Voxel representation is an absolute game changer for distant environments, density preservation is pretty much perfect. 5 min test scene i whipped up here. ~1 million 20 million poly trees scattered with PCG #UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
All HPG 2025 papers are now available on the EG digital library. CGF papers: diglib.eg.org/handle/10.23... Conference papers: diglib.eg.org/handle/10.23... It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
44-Issue 8
High-Performance Graphics 2025
diglib.eg.org
I signed and encourage colleagues to do the same. Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
Computer Graphics as a field avoids gatekeeping. Practitioners come from many disciplines, origins and beliefs. SIGGRAPH has historically carried this practice. I am thus outraged at the decision to hold SIGGRAPH Asia 26’ at a venue unsafe to many. Adding my signature. I encourage you to do too:
This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested. Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Decided to check out how water is rendered in Counter-Strike 2. Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
More rendering tech details on how the Witcher 4 UE5 demo works youtu.be/0X6amtHcrUE?...
Livestream 2, Day 2 | Unreal Fest 2025
YouTube video by Unreal Engine
youtu.be
Great video from DF! Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
The Witcher 4 tech demo running on Unreal Engine 5 - 60fps on the standard PlayStation 5. Alex and I share some initial thoughts: youtu.be/5PIyPpB83Vw
The new Witcher 4 UE5.6 tech demo that was shown today is the most amazing realtime tech demo I've seen yet. Nanite Foliage is particularly impressive- I've always liked the idea of voxel-based LOD and this is the best implementation I've ever seen! www.youtube.com/watch?v=aorR...
The Witcher 4 Unreal Engine 5 Tech Demo 4K | State of Unreal | Unreal Fest Orlando
YouTube video by Unreal Engine
youtube.com
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
youtube.com
Great step forward but let’s be clear what this is and isn’t. Faster and higher quality than 3DGS, yay! But these aren’t meshes nor even opaque triangles that we know and love.
2023: Gaussian splatting paper is published, triangles are so over … 2025: Triangles are so back babbbyyyy trianglesplatting.github.io
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
JCGT is moving along | Real-Time Rendering
realtimerendering.com
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.
Announcing the 2025 Award Winners - ACM SIGGRAPH
Distinguished Educator Glenn Goldman glenn.goldman@njit.edu For pioneering work and providing opportunities to the academic and professional communities in computer graphics and interac...
siggraph.org
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.
Old as hell PC gamers pouring several ones out today