A Deep Dive into Nanite Virtualized Geometry
Nanite, Unreal Engine 5 s new virtual geometry system, enables the rendering of trillion triangle scenes at realtime framerates. This lecture will take a deep dive into how Nanite works, from mesh import all the way to final rendered pixels. Part of the SIGGRAPH 2021 Advances in RealTime Rendering in Games course We will explain how the meshbased data structure is built, streamed, decompressed, culled, rasterized, and finally shaded. Speaker Bios: Brian Karis is an Engineering Fellow in graphics at Epic Games. Most recently he has led the development of Nanite for UE5. He is most known for work on physically based shading and temporal antialiasing although has touched most areas of realtime computer graphics throughout his career. Prior to Epic he worked at Human Head Studios. Rune Stubbe is a Principal Rendering Programmer at Epic Games, where he focuses on Nanite development and optimization. He has previously worked on rendering technology at IO Interactive
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