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https://advances.realtimerendering.co... ABSTRACT: MegaLights, Unreal Engine 5’s new stochastic direct lighting path, enables artists to place orders of magnitude more dynamic and shadowed area lights than they could ever before. It’s designed to support current generation consoles and leverages ray tracing to enable realistic soft shadows from various types of area lights. We surveyed existing explicit light sampling techniques such as light hierarchies or reservoir resampling-based approaches and found them difficult to scale to current generation consoles. Our talk will discuss how we overcome these challenges. We will explain all parts of a complete direct lighting solution: how we sample lights, guide rays, our ray tracing pipeline, handle ray tracing geometry mismatches, scalability, translucency, volumetric effects, sample shading and denoising, while still being able to fit in the target hardware constraints. SPEAKERS: Krzysztof Narkowicz is an Engineering Fellow in Graphics at Epic Games, where he co-founded Lumen and works on lighting. Prior to that, he spent over a decade working on smaller game titles at 11 Bit Studios and Flying Wild Hog. He loves working with artists, pretty pixels and coding “close to the metal”. Tiago Costa is a Principal Rendering Programmer at Epic Games, working on ray tracing and other rendering features. Previously he worked at Rockstar North, Apple and Meta Reality Labs.