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Daniel Wright Profile
Daniel Wright

@EpicShaders

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Engineering Fellow in Graphics at Epic Games. Lumen Global Illumination and Reflections in UE5 are my passion. Daytime version of @DanielMakeGames .

Joined July 2014
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@EpicShaders
Daniel Wright
2 years
The slides for our huge Lumen presentation in the Advances course at Siggraph 2022 are now up! We presented all of our work on real-time Global Illumination in UE5 to date, with lots of inside info from 'The Matrix Awakens' demo. @knarkowicz @_pmkelly
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@EpicShaders
Daniel Wright
2 years
Today Lumen Global Illumination and Reflections ship in Fortnite Chapter 4 on next gen consoles and PC. This is a huge milestone for Lumen, as it's the first time we've shipped it in a real game, with foliage, and running at 60fps.
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@EpicShaders
Daniel Wright
3 years
One year of my life, I hope you like.
@UnrealEngine
Unreal Engine
3 years
Explore the future of interactive storytelling and entertainment with #UE5 . Download ‘The Matrix Awakens: An Unreal Engine 5 Experience’ for free on @PlayStation 5 and @Xbox Series X/S:
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@EpicShaders
Daniel Wright
3 years
I reached 15 years at Epic today. When I started I was the 70th employee and I knew everyone by name. Things have changed a lot. I did significant rendering work on Unreal Engine 3, 4 and now 5. It's been stressful at times but I can't think of anywhere I'd rather be.
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@EpicShaders
Daniel Wright
2 years
It's amazing what accurate Global Illumination can do in even simple scenes in Fortnite Chapter 4 (Distance Field Ambient Occlusion vs Lumen GI)
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@EpicShaders
Daniel Wright
2 years
And Screen Space Reflections vs Lumen Reflections
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@EpicShaders
Daniel Wright
4 years
I've been obsessed with Dynamic GI since the start of my career but never got the time to fully focus on it...until now. I'm very proud to show our new Dynamic GI system, Lumen, which I've been working on together with @knarkowicz and @GuillaumeAbadie .
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@EpicShaders
Daniel Wright
2 years
I'm honored to be part of a third major release of Unreal Engine, starting with Unreal Engine 3 back in 2006. Lighting has always been my passion, and I'm more proud of what we're accomplishing with dynamic lighting in Unreal Engine 5 than ever before.
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@EpicShaders
Daniel Wright
9 months
After 17 years at Epic Games and an intense few years launching Lumen in UE5 with @knarkowicz , I'm in need of a break, so I'm going on an extended leave. Lumen isn't done of course, and work on it will continue, just without me for the time being.
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@EpicShaders
Daniel Wright
7 years
I started a graphics programming blog. First post on Samaritan Demo reflections from 2010!
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@EpicShaders
Daniel Wright
3 years
Now that UE5 Early Access is out, I'm pretty anxious to watch people using Lumen in the wild for the first time. Achieving good quality GI in realtime required a stupid amount of complex algorithms, sometimes it feels like a small miracle when everything is working smoothly.
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@EpicShaders
Daniel Wright
7 years
Better Lightmass SkyLight directionality coming soon
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@EpicShaders
Daniel Wright
2 years
This was only possible with the hard work from a lot of people at Epic. On top of @knarkowicz and myself, there's Jian Ru, Tiago Costa, @Mutantspoon and the Fortnite art team, Eric McDaniel, and many others on the @UnrealEngine Rendering team and Fortnite tech team.
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@EpicShaders
Daniel Wright
3 years
My slides from 'Radiance Caching for real-time Global Illumination' are now available. I put a ton of work into Lumen's Final Gather and the presentation, I think this represents my best work.
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@EpicShaders
Daniel Wright
2 years
We've made huge improvements to Lumen in UE 5.1, especially to Foliage shading, Software Ray Tracing, and the 60fps on console mode.
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@EpicShaders
Daniel Wright
3 years
The video of my Siggraph 2021 talk on Lumen's Final Gather is now up on youtube. This one was really hard for me to record, I'm used to talking to humans instead of looking into a camera lens.
@mirror2mask
Natalya Tatarchuk 🇺🇦
3 years
SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Radiance Caching for Real-time Global Illumination" by @DanielMakeGames : @EpicGames
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@EpicShaders
Daniel Wright
7 years
Precomputed Indirect Lighting can now affect Volumetric Fog in 4.18 via the new Volumetric Lightmaps
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@EpicShaders
Daniel Wright
1 year
@knarkowicz and I wrote an Unreal Engine tech blog on shipping Lumen in Fortnite Battle Royale: Chapter 4. We cover the improvements made to handle foliage, Software Ray Tracing quality, optimizations for 60fps, and art direction controls. #lumen #ue5
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@EpicShaders
Daniel Wright
7 years
Precomputed sky lighting on Volumetric Fog in 4.18 via the new Volumetric Lightmaps - prevents over-fogging in shadowed areas
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@EpicShaders
Daniel Wright
8 years
A fluid surface sim entirely in Blueprint with 4.13's DrawMaterialToRenderTarget. Hopefully I won't regret this...
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@EpicShaders
Daniel Wright
3 years
The Lumen documentation is live, with a separate page on the more technical side.
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@EpicShaders
Daniel Wright
3 years
See if you can find the hidden Night Mode, which is lit entirely by Lumen GI propagating light from the millions of emissive windows and street lamps.
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@EpicShaders
Daniel Wright
2 years
The Lumen docs have been updated for 5.0 release, including all of the improvements since Early Access. We have new tools for visualizing the Lumen Scene, troubleshooting, and controls over Lumen's quality / performance tradeoffs.
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@EpicShaders
Daniel Wright
3 years
Pro tip for 'The Matrix Awakens', disable the Matrix Filter in the settings and you'll get a much more vibrant image with less film grain.
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@EpicShaders
Daniel Wright
7 years
My Volumetric Fog and Distance Field Lighting optimizations are in the new 4.16 release, check it out!
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@EpicShaders
Daniel Wright
3 years
I'm presenting 'Radiance Caching for Real-time Global Illumination', which is Lumen's Final Gather, in this year's Siggraph Advances course. Join me for a ridiculous amount of pretty pictures and diagrams!
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@EpicShaders
Daniel Wright
2 years
For me this project was incredibly stressful, from watching Keanu say 'How do we know what is real?', and then realizing that we were going to have to deliver the rendering technology to back that up, but also incredibly motivating.
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@EpicShaders
Daniel Wright
3 years
Join me in the Lumen Livestream on Thursday for an inside look at how Lumen works, how to troubleshoot issues and showing off some awesome community levels!
@UnrealEngine
Unreal Engine
3 years
Another Inside Unreal presentation is right around the corner! ☀️ Join us on June 10 for a high level overview of Lumen, UE5’s Global Illumination and Reflections system. We’ll be looking at community content and answering your questions:
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@EpicShaders
Daniel Wright
7 years
4.18 out with Volumetric Lightmaps, better Static Skylight directionality and Skylight / Emissive multibounce:
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@EpicShaders
Daniel Wright
3 years
The Lumen livestream is up on youtube Some highlights: How Lumen uses Ray Tracing at 21:52s Final Gather at 47:50s Best Practices at 102:20s Lumen in last year's tech demo at 119 Lumen in Archvis at 129
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@EpicShaders
Daniel Wright
4 years
Lumen is fully dynamic and running within a 30fps budget in the demo on Playstation 5, at an average of 1440p. More info coming soon in a tech talk.
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@EpicShaders
Daniel Wright
3 years
Nice lighting from Lumen in Early Access in these very dynamic scenes. Some flickering and quality issues already improved since then.
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@EpicShaders
Daniel Wright
2 years
Unreal Engine 5.0 Preview 1 is now out, and we have a thread for collecting Lumen feedback here: Please try it out and report any issues, we have a very short window for fixing visual issues in time for 5.0 release.
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@EpicShaders
Daniel Wright
7 years
Tessellation fail from 2011
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@EpicShaders
Daniel Wright
7 years
Must render
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@EpicShaders
Daniel Wright
9 years
Full scene GPU particle collision with signed distance fields
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@EpicShaders
Daniel Wright
6 years
It's not working =(
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@EpicShaders
Daniel Wright
4 years
Came out of a 2 year twitter hiatus to post this...now back to coding =)
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@EpicShaders
Daniel Wright
3 years
Also don't miss the Sun Direction slider in the settings, you can setup some really dramatic lighting, and Lumen updates dynamically
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@EpicShaders
Daniel Wright
8 years
10 years at Epic today! I hugged @TimSweeneyEpic and he looked surprised
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@EpicShaders
Daniel Wright
2 years
It was a lot of fun writing this overview of Lumen, and digging up every pretty screenshot and comparison we could find.
@UnrealEngine
Unreal Engine
2 years
Our latest tech blog, from @EpicShaders and @knarkowicz , puts the spotlight on Lumen, the fully dynamic global illumination and reflections system featured in #UE5 . 💡 Get started here:
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@EpicShaders
Daniel Wright
2 years
We cover our approach to Software Ray Tracing, Virtualized Surface Caching, Hardware Ray Tracing fast paths, Final Gathering and Reflection denoising. It's a monster at almost 200 slides packed with comparisons.
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@EpicShaders
Daniel Wright
4 years
One of the best things about working at Epic is the art team, who absolutely killed it on this demo even though working with new tech and new workflows. Hats off to @Feaneroh , Art Director and the whole Special Projects Team at Epic.
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@EpicShaders
Daniel Wright
3 years
Wait...is that actually UE5
@TizianoFioriti
Tiziano Fioriti
3 years
I'm just testing #UE5 with Nanite and Lumen for some virtual production demos. Have no words. Nothing will be like before. #NFTs #CGI #UnrealEngine5
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@EpicShaders
Daniel Wright
2 years
Nice lighting showcase in this Persian city environment in UE5
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@EpicShaders
Daniel Wright
7 years
These clouds are distracting me from coding
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@EpicShaders
Daniel Wright
3 years
Matrix Filter on vs off
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@EpicShaders
Daniel Wright
1 year
@tillederdon @UnrealEngine In 5.2 you can enable r.Lumen.SampleFog to get fog applied in Lumen Reflections. Hopefully we can get that on by default in the future.
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@EpicShaders
Daniel Wright
8 years
Cached shadowmaps in 4.13 make Movable Point & Spot light shadows 16x faster in Fortnite
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@EpicShaders
Daniel Wright
9 years
Intel Embree is pretty good. 4x faster Lightmass ray tracing which results in 2.4x faster lighting builds in 4.11
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@EpicShaders
Daniel Wright
10 years
new Ray Traced Distance Field shadows in 4.5 - area shadows from a dynamic world in realtime http://t.co/6AKOWOh8tj
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@EpicShaders
Daniel Wright
2 years
We also made a brand new Ray Tracing Performance Guide, covering all of the tools created by @YuriyODonnell and team for optimizing for Hardware Ray Tracing, which we used to ship 'The Matrix Awakens'.
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@EpicShaders
Daniel Wright
7 years
Bizzare HLSL compiler bug of the day: function overload resolution is done by how many floats/ints your struct has
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@EpicShaders
Daniel Wright
3 years
We've done a lot of work on Lumen indoor quality, but not up to ArchVis quality standards. Very surprising to see these screenshots from @ue4arch 's Rafael Reis. I think we can improve a lot from here for 5.0 release.
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@EpicShaders
Daniel Wright
3 years
@guycalledfrank @MittringMartin I wrote a blog about Samaritan demo reflections here:
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@EpicShaders
Daniel Wright
8 years
Robo Recall announced using the new UE4 Forward Renderer for VR (more info in 4.14)
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@EpicShaders
Daniel Wright
10 years
My doc on dynamic Distance Field AO went live today
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@EpicShaders
Daniel Wright
2 years
@DylserX Yeah Lumen now gathers lighting from the backside of materials using the TwoSidedFoliage shading model, so you get light scattering through the leaf, picking up the SubsurfaceColor. It's more prominent on the underside of large leaves, with brighter SubsurfaceColor.
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@EpicShaders
Daniel Wright
3 years
My presentation was only covering Lumen's Final Gather. There are many other important parts that make Lumen possible: Surface Caching, Software Ray Tracing and Hardware Ray Tracing that are also the work of @knarkowicz and @_pmkelly and others on Epic's Rendering Team.
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@EpicShaders
Daniel Wright
2 years
This video from @UnrealSensei is a really effective demonstration of Lumen in UE5.
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@EpicShaders
Daniel Wright
2 years
@TimSweeneyEpic Thanks Tim, that means a lot.
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@EpicShaders
Daniel Wright
9 years
Very proud to have been part of the team that made this.Fully dynamic lighting including GI. http://t.co/AmFR8sDrmw
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@EpicShaders
Daniel Wright
6 years
Unbelievable!
@SpeedTreeInc
SpeedTree
6 years
Great stills from a forest valley scene by Douglas Davis from Sucker Punch, made with SpeedTree for @unrealengine . Check out the video at his Artstation:
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@EpicShaders
Daniel Wright
4 years
@DeanoC 60fps is the target, just early tech =)
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@EpicShaders
Daniel Wright
3 years
I didn't expect to be surprised by what people make with it on the first day
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@EpicShaders
Daniel Wright
3 years
See you at the Lumen Livestream in 1 hour! Thursday, June 10 @ 2:00PM ET
@UnrealEngine
Unreal Engine
3 years
Another Inside Unreal presentation is right around the corner! ☀️ Join us on June 10 for a high level overview of Lumen, UE5’s Global Illumination and Reflections system. We’ll be looking at community content and answering your questions:
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@EpicShaders
Daniel Wright
3 years
@Koola_UE4 Anxiously waiting to see what you make with it =)
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@EpicShaders
Daniel Wright
7 years
I'll be on the Unreal Engine livestream tomorrow 2pm ET to talk about 4.16's new Volumetric Fog and answer questions
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@EpicShaders
Daniel Wright
9 years
Fail of the week - bilateral filter was messed up and the temporal filter did the rest http://t.co/46WiK1q3Um
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@EpicShaders
Daniel Wright
7 years
@SebHillaire @Zavie Yeah based directly on Bart Wronski's and Sebastien's . only a subset of the features so far
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@EpicShaders
Daniel Wright
10 years
Made a video showing Ray Traced Distance Field shadows in action for the 4.5 release notes. Sadly Youtube quality.
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@EpicShaders
Daniel Wright
9 years
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@EpicShaders
Daniel Wright
7 years
Previously sky lighting on fog had no shadowing, looks flat
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@EpicShaders
Daniel Wright
4 years
@jstubbles We are working toward 60fps at this quality, but it's still early tech. Can already do 60 at lower quality. We'll have enough scalability knobs that games can choose the right tradeoff for themselves.
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@EpicShaders
Daniel Wright
10 years
Ray Traced Distance Field shadows doc is now live
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@EpicShaders
Daniel Wright
9 years
dem lightmaps
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@EpicShaders
Daniel Wright
3 years
@mirror2mask @siggraph @DanielMakeGames @staerlor @GraphicsRunner @andreas_brinck @jasminpatry @SuckerPunchProd Thanks for organizing this! I can't imagine how much work that must have been. Your Advances course is the best resource in realtime graphics every year for over a decade now and I'm honored to be part of it.
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@EpicShaders
Daniel Wright
9 years
The images in this are incredibly satisfying from an efficiency point of view
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@EpicShaders
Daniel Wright
10 years
Messing around in the level editor with the new dynamic Distance Field AO in UE4
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@EpicShaders
Daniel Wright
8 years
Some really nice UE4 ArchVis lighting results by jazvec
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@EpicShaders
Daniel Wright
3 years
@davrous Thank you! Default Lumen is to use software ray tracing via Distance Fields, but there's a project setting to use hardware ray tracing.
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@EpicShaders
Daniel Wright
2 years
@DylserX Those pockets of lit fog are noise that Lumen isn't solving well enough with the current settings. Some things to try: 1) tweak r.Lumen.TranslucencyVolume.MaxRayIntensity, lower settings reduce noise (but you lose light)
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@EpicShaders
Daniel Wright
7 years
@Zavie The volumetric fog doc is up now:
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@EpicShaders
Daniel Wright
7 years
How weird is it that Absorb -> Absorption instead of Absorbtion. Who made this language.
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@EpicShaders
Daniel Wright
3 years
@tillederdon Lumen picking up emissive is not meant to be replacing your manually placed lights...there's no way implicit sampling of Final Gather can compete with explicit sampling of area shadowing algorithms. We'll have to do something to make this work better out of the box
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@EpicShaders
Daniel Wright
3 years
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@EpicShaders
Daniel Wright
9 years
Global scene data + artist controllable material graph = neat effects
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@EpicShaders
Daniel Wright
9 years
Had a great idea for an optimization...and it's my first day of vacation, ugh
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@EpicShaders
Daniel Wright
3 years
@_Jambax Thanks James. It's been a career long obsession for me. Last console generation didn't have enough processing power to do high quality dynamic GI, outside of really game specific stuff, so I had to put it on hold.
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@EpicShaders
Daniel Wright
3 years
@Froyok @Morderkainer Vulkan support probably in 5.0, there's no technical reason Lumen doesn't work on Vulkan, we just didn't get to it in this timeframe
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@EpicShaders
Daniel Wright
9 years
#SIGGRAPH2015 : I'll sleep when I'm dead
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@EpicShaders
Daniel Wright
10 years
UE4 rendering livestream with @MittringMartin . Hate to see myself on video but here you go. http://t.co/WbxStCGSZp
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@EpicShaders
Daniel Wright
2 years
@DylserX I had some pretty cool lighting results with those higher quality settings but they cost a little too much to be enabled by default.
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@EpicShaders
Daniel Wright
2 years
@DylserX 2) crank up the quality (you'd add these in your DefaultScalability.ini under [GlobalIlluminationQuality @3 ]) r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4 r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=16
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