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Aras Pranckevičius @aras@mastodon.gamedev.place

Retrospective of a year writing C code again (for those not also on twitter): floooh.github.io/2018/06/02/on

Me: Why is the rain pink in this area?

N: I just assumed it was a shader error.

Pathtracer part 14: I made it run on iOS, both CPU & GPU parts. Some info on Xcode GPU performance tools, and a tiny bit of NEON code. aras-p.info/blog/2018/05/30/Pa

(definitely not daily :)) Pathtracer part 13: nice GPU thread group data optimization suggested by @gfxbean, and a quick realization that Metal IR is just LLVM IR. aras-p.info/blog/2018/05/28/Pa

Ugh, so this Mastodon instance seems to be getting ~30 "fake" new users every day, and some of those end up posting spam. Are they trying to do a DoS attack on me, or what.

Really wish for some less-clicks user suspension / spam clearing tools in Mastodon right now :|

Woke up this morning to ~50 spam moderation reports on this Mastodon. Some influx of spam bots. Thx for reports everyone!

Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights. aras-p.info/blog/2018/04/25/Da

Daily Pathtracer part 11: let's try a "buffer oriented" approach (is that what "wavefront" or "stream" tracing is? I don't know!) aras-p.info/blog/2018/04/19/Da

Next up: maybe try the same on a GPU

Daily Pathtracer part 10: small update to have all implementations on the same page again; and a note on Mono C# performance tweaks. aras-p.info/blog/2018/04/16/Da

Next up: let's do a stream/buffers oriented path tracer setup! (why? I don't know)

Daily Pathtracer part 9: a wild ryg appears and optimizes my code! aras-p.info/blog/2018/04/13/Da

Next up: put these optimizations into C#, C#/Burst, GPU implementations.

I blogged about compilation time – compiling with -std=c++98 is (sometimes) much faster than -std=c++11
kristerw.blogspot.se/2018/04/c

Daily Pathtracer part 8, where I'm learning more SIMD, and add more spheres to the test scene. aras-p.info/blog/2018/04/11/Da

Daily Pathtracer is back! Part 7, where I'm learning about SIMD. aras-p.info/blog/2018/04/10/Da

Next up: more SIMD.

New Unity Linux builds for 2017.4.0f1 and 2018.1.0b13 are available!

Release notes and downloads at forum.unity.com/threads/unity-

Daily Pathtracer, Part 6. DX11/HLSL implementation (still not optimized whatsoever). aras-p.info/blog/2018/04/04/Da

Next up: will do a break for a couple days; sustaining daily posts is hard :)

Daily Pathtracer, Part 5. Let's make a naïve, suboptimal, port to GPU via Apple Metal instead. aras-p.info/blog/2018/04/03/Da

Next up: I dunno, maybe a DX11 GPU implementation?

Daily Pathtracer, Part 4. Fixing wrong rendering, and using Mitsuba to know what "correct rendering" is. aras-p.info/blog/2018/03/31/Da

Next week: a super naïve ISPC implementation!