Nanite, Unreal Engine 5’s new virtual geometry system, enables the rendering of trillion triangle scenes at real-time 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 Real-Time Rendering in Games course (). We will explain how the mesh-based 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 anti-aliasing although has touched most areas of real-time 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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