Ahead of the upcoming SIGGRAPH, a brief overview of one of last year’s talks: MegaLights -- Stochastic Direct Lighting in Unreal Engine 5 (SIGGRAPH 2025, Epic Games)
Motivation: existing lighting solutions don’t scale with the desired number of lights.
Solution: stochastically trace a fixed number of rays toward randomly selected lights.
- Visible light list + reservoir sampling.
- Sample warping and dithered sampling to reuse a single STBN sample.
- Limit directional light to 50% to avoid a standalone pass.
- Sample at lower res + stochastic bilinear upscaling of samples using depth and normal.
- Multiply visible sample weights by pre-integrated irradiance.
- Single SVGF-style denoising pass.
Why not ReSTIR? We would need additional visibility samples to validate reused temporal and spatial samples. That, together with the light evaluation, would be too expensive for non-high-end HW.
The main method to calculate visibility is HW RT.
- Simplified meshes and aggressive culling.
- Far meshes are represented by a separate simplified TLAS.
- Use screen-space (HZB) traces to fix self-shadowing caused by geometry mismatches.
- The toughest cases fall back to virtual shadow maps.
In the end it is a solution that can compute direct lighting of 900+ lights on a 1080p screen in ~5.5 ms on PS5.
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