Integrating sparse volumetrics in Unreal 5
Volumetric rendering is getting increasingly more popular in realtime rendering while still being an active area of research. OpenVDB is the undisputed standard but is best suited for offline rendering. With the introduction of NanoVDB, we now have access to a lightweight GPU-friendly data structure, opening a wide new range of possibilities. We present the first integration of NanoVDB into Unreal 5 and explore the new potential of having faster and easier volumetric rendering in game engines.
Thibault Lambert is a Lead Graphics Programmer at Eidos-Montréal. He has worked in both the visual effects and video games industries in the last 14 years and has been lucky enough to work on several well-received and renowned movies and AAA games. He is passionate about real-time graphics and is dedicated to bridging the gap between offline and real-time rendering as much as possible.