Graham Wihlidal @gwihlidal
Engineering Fellow (Graphics) on @UnrealEngine at @EpicGames. Former BioWare, Frostbite, and SEED. wihlidal.com/blog Edmonton, Alberta Joined April 2009-
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The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
I will not fear. Fear is the code killer. Fear makes you a worse programmer - Julia Evans jvns.ca/blog/2014/12/2…
Nanite Skinning (Skeletal Mesh Support) with Nanite Tessellation / Displacement is now working perfectly on UE5-Main branch two days later! Great work @gwihlidal & team, Going to enable insane things :D #UnrealEngine #UE5 #UnrealEngine5 #GameDev
New blog post! "Meshlet triangle locality matters", in which we discover an unexpected efficiency property of mesh shaders on NVidia hardware, and attempt to deal with it. Retweets appreciated! zeux.io/2024/04/09/mes…
Looking at prototypes of old games is something I like to do a lot. Exploring the 1995 tech demo of Unreal is like looking at a time capsule, there's nothing much in it besides some levels and lighting showcase, but it's still fascinating and where it all started.
Excitement is building for #GDC2024! Our friends at Epic Games will be presenting Nanite’s GPU-driven pipeline on Wednesday morning, which will include early observations from a D3D12 Work Graphs experiment. Don't miss their session on @UnrealEngine Nanite GPU-Driven Materials!
We're pleased to announce the release of Agility SDK 1.613.0, complete with features we'll be showcasing at GDC 2024. Get started today with the retail versions of Work Graphs, Shader Model 6.8, GPU Upload Heaps, and more! devblogs.microsoft.com/directx/agilit…
Ok this paper is bonkers and I love it biorxiv.org/content/10.110…
The DirectX team will be at GDC 2024 to showcase exciting new features! Check out our latest blog post now for a sneak peek, including a list of GDC sessions you won’t want to miss. We hope to see you there! devblogs.microsoft.com/directx/direct…
For those attending Game Developers Conference this year, I'm giving a 60min technical lecture, "Nanite GPU Driven Materials" schedule.gdconf.com/session/nanite…
Victory over Google! After 4 weeks of detailed court testimony, the California jury found against the Google Play monopoly on all counts. The Court’s work on remedies will start in January. Thanks for everyone’s support and faith! Free Fortnite!
Victory over Google! After 4 weeks of detailed court testimony, the California jury found against the Google Play monopoly on all counts. The Court’s work on remedies will start in January. Thanks for everyone’s support and faith! Free Fortnite!
How many bricks do you need to build an adventure? All of them.
We continued our journey on the path (tracing) of tessellation-free displacement with RMIP, combining inverse displacement with rectangular mipmapping, yielding up to an order of magnitude faster execution. See our SIGGRAPH Asia 2023 paper for details: research.adobe.com/publication/rm…
We continued our journey on the path (tracing) of tessellation-free displacement with RMIP, combining inverse displacement with rectangular mipmapping, yielding up to an order of magnitude faster execution. See our SIGGRAPH Asia 2023 paper for details: research.adobe.com/publication/rm… https://t.co/lAhFERiEPN
Today on Digital Foundry, @oliemack takes a long overdue look at Teyon's exceptional RoboCop: Rogue City. Unreal Engine 5's high-end features are beautifully deployed to capture the original movie aesthetic - and it's excellent to play too. youtu.be/TYli86rF3X8
#rtradvances from #SIGGRAPH2023 - presentation on the Rendering of The Callisto Protocol from @iryoku1 and @miguel_oenp from @sd_studios is now online - enjoy! advances.realtimerendering.com/s2023/index.ht…
New #NVIDIAResearch paper: SLANG.D: Fast, Modular and Differentiable Shader Programming: shows how a single language serves as a unified platform for real-time, inverse, and differentiable rendering. Collaboration with @MIT, @UCSanDiego, & @UW. 🧵 1/2 nvda.ws/46H4p14
My talk from #UnrealFest 2023 Aus, Let It Flow: Film Quality Fluids in #UnrealEngine is now up for viewing! dev.epicgames.com/community/lear… #UE5 #Cinematics #VFX #GameDev
Unreal Engine 5.3 is now available, with enhancements to core rendering, developer iteration and virtual production toolsets! Also included, experimental new rendering, Skeletal Editor, Chaos Cloth and SMPTE ST 2110 support 🔧 Read about it, here!: epic.gm/unreal-engine-…
The program for #rtradvances for @siggraph 2023 is now online - check it out! Amazing talks from across the gaming industry for advances in the real-time tech advances.realtimerendering.com
We are looking for 2x Senior Technical Artists to work on a new project at Epic Games. "You will play a crucial role in solving character-related challenges and optimizing the character implementation pipeline". And of course, working with the latest features in Unreal Engine 5.
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added Mesh Import & Export Tools to my UE Toolbox, that can import quads/polys as polygroups. Makes it possible to cleanly round-trip poly-meshes through the UE Editor (and OBJ import is much faster...and can import direct to a DynamicMesh w/o creating an asset...)
🥳 Positively stoked about our 2 papers getting accepted at SIGGRAPH2024! Details coming soon. But this is probably a good time to announce that I am actively looking for faculty openings starting this fall 🥸 Always happy to learn about opportunities where I might be a good fit!
Not every day do you see mentions of console-specific details which is super nice, always with the hush-hush and the team red and team green euphemisms
Some incredible Xbox-Specific optimizations here. Recommended reading for folks interested in console-dev.
@redorav At Xbox we were pleased to ‘ok’ this talk. Great job by Epic, and thanks to their sharing, the whole industry benefits.
@gwihlidal Yep for sure, extracting conservative bounds from an arbitrary shader graph does not sound easy... Have you looked into interval arithmetic or variants perhaps ? (although that is probably too complicated and expensive, I'm curious if you have tried some version of it)
@gwihlidal Okay that makes sense. Thanks for your answers!
@gwihlidal @SebAaltonen Can you fly anywhere on Earth, perform any type of rotation with the aircraft, fly at hundreds of knots, and still not have more than one or two dropped/late frames over the course of several hours? That’s the target.
Super nice talk, go check it out!
The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
These are my favorite kind of talks! 168 slides, diving into Nanite's material pipeline for 5.4+
Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…
@gwihlidal Very cool! I'm curious about how you handle the cluster bounding volumes for culling/LoD selection when World Position Offset is enabled. Are there heuristics or is it a more principled approach (analyze the shader graph ?)
Just a reminder to graphics API people. We *still* can't do PSO switches with ExecuteIndirect. Vulkan has the same limitation. In our (Ubisoft) 2015 SIGGRAPH GPU-driven presentation I complained about this. Now 9 years later Nanite people still complain about it. Not good.
Very excited to share our work on SIGGRAPH 2024: CWF: Consolidating Weak Features in High-quality Mesh Simplification. Proj: ruixu.me/html/CWF/index… Code: github.com/Xrvitd/CWF (some star pls) Paper:arxiv.org/abs/2404.15661 YouTube:youtu.be/QpTY-cHJJRU
At GDC I delivered a talk on Stylization in Unreal Engine 5. We covered Post Processes, Material Overlays, using RVTs for pretty looking grass and a paint-the-world style effect. You can find the talk as well as the graphs I made here! #UETips dev.epicgames.com/community/lear…
Great talk from @gwihlidal as always, thank you for sharing!
The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
Got a lot of rage here #UE5 #UnrealEngine #SubstancePainter @AMD #Retro
With new Radeon GPU Analyzer (offline shader compiler) you can now compile a single DX12 HLSL vertex/pixel/compute shader and see the resulting ISA (assembly) code. Under the hood it needs to create full PSO, but matching VS/PS/rootsig/states are generated using DXC reflection.
Thirdly, Radeon #GPU Analyzer (RGA) v2.9.1 simplifies @DirectX12 shader compilation! 🙂 🔥 Compile a single shader + autogenerate missing pipeline elements 🔥 Streamlined shader compilation process 🔥 Enhancements for DX12 devs More in our blog: gpuopen.com/learn/rga-2-9-… 🧵3/4
@gwihlidal That's great to hear - and I agree!
@gwihlidal Awesome! Was it recorded?