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<rss version="2.0"><channel><description>Engineering Fellow at Epic Game. I love games, graphics and lighting.&#xA;https://knarkowicz.wordpress.com</description><link>https://bsky.app/profile/knarkowicz.bsky.social</link><title>@knarkowicz.bsky.social - Krzysztof Narkowicz</title><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3msk2srbark2m</link><description>It&#39;s great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/2026_2D00_mmg_2D00_liam_2D00_nssd.pdf</description><pubDate>08 Aug 2026 02:51 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3msk2srbark2m</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3mjbdjbuf2s2c</link><description>An interesting idea to use surfels not only as a surface cache (PBGI), but also as a geo approx to trace against. The main use case is mobile, where triangle ray tracing isn’t widely supported in HW, and raymarching SDFs isn’t a great fit for bandwidth-limited devices. https://gdcvault.com/play/1035619/The-Evolution-of-Real-Time</description><pubDate>12 Apr 2026 02:46 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3mjbdjbuf2s2c</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3mfldunkpb22s</link><description>Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#3.2.3.6%20FLOAT%20-%3E%20UNORM</description><pubDate>24 Feb 2026 04:38 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3mfldunkpb22s</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3metghbb4j222</link><description>Inspiring examples of stylized rendering in UE without any modifications to the engine. Just clever meshes and textures. Though I wonder if it holds up with changing lighting conditions?&#xA;www.artstation.com/artwork/JrJKVv&#xA;www.artstation.com/artwork/kNXBx2&#xA;https://www.artstation.com/artwork/JrJKVv</description><pubDate>14 Feb 2026 16:20 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3metghbb4j222</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3metatz3rkc25</link><description>Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642&#xA;https://arxiv.org/abs/2602.08642</description><pubDate>14 Feb 2026 14:40 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3metatz3rkc25</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3lxcyzlje5s2v</link><description>MegaLights slides were just posted online. There&#39;s a bunch of details in slide notes if you&#39;re curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.&#xA;&#xA;[contains quote post or other embedded content]</description><pubDate>26 Aug 2025 17:10 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3lxcyzlje5s2v</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3lwh26ctyik22</link><description>Thank you @ceruleite.bsky.social for 20 years of organizing the Adavances course. I did learn a lot from it over the years. And also for a really well chosen speaker swag :)</description><pubDate>15 Aug 2025 14:16 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3lwh26ctyik22</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3ltyvromntc23</link><description>Amazing talk about Neural Materials. Lots of insight - from why layered materials are important to an overview of current neural solutions and their tradeoffs: https://youtu.be/xUnXPNFWJUY?si=FqTDoJxXpIrKjuF_</description><pubDate>15 Jul 2025 12:29 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3ltyvromntc23</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3lm5kyqwofc2l</link><description>Another great article from Chips and Cheese. This time about dynamic RDNA4 register allocation. Having full dynamic allocation would be huge for all those complex shaders we write nowadays, but as the article shows it&#39;s not easy to get there.&#xA;&#xA;[contains quote post or other embedded content]</description><pubDate>06 Apr 2025 13:38 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3lm5kyqwofc2l</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3lkc4n3zajc2y</link><description>Interesting to see a bit of details behind the amazing DLSS tech: https://research.nvidia.com/labs/adlr/DLSS4/</description><pubDate>13 Mar 2025 22:14 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3lkc4n3zajc2y</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3lci62rxcv22c</link><description>Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) https://www.youtube.com/playlist?list=PLLaly9x9rqjsXLW1tMFruyh_657sh8epk</description><pubDate>04 Dec 2024 12:34 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3lci62rxcv22c</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3larw3wemfk2f</link><description>Does anyone know whether DoF is done through path tracing or post in offline movie rendering? I&#39;ve heard that it&#39;s mostly done in post due to performance and extra flexibility, but I wonder whether that&#39;s still the case, and whether some shots are rendered (challenging DoF) and some in post.</description><pubDate>12 Nov 2024 22:48 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3larw3wemfk2f</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3l7qfheicwp2e</link><description>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: https://dev.epicgames.com/documentation/en-us/unreal-engine/megalights-in-unreal-engine</description><pubDate>30 Oct 2024 14:52 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3l7qfheicwp2e</guid></item><item><link>https://bsky.app/profile/knarkowicz.bsky.social/post/3kg7cm7lxxy2h</link><description>@demofox.bsky.social Hi, your ST blue noise is amazing, but I can&#39;t figure out how to draw N scalar values per pixel for N rays. Tex(screenPos+R2, frameIndex) or similar offsets have correlation artifacts (see img). frac(Tex(screenPos,frameIndex) + Golden ratio*FrameIndex%N) has worse convergence.</description><pubDate>10 Dec 2023 16:16 +0000</pubDate><guid isPermaLink="false">at://did:plc:od4bc4adtyrpkrnpj2e5l4b5/app.bsky.feed.post/3kg7cm7lxxy2h</guid></item></channel></rss>