Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out!

Kinda tempted to try it out on my toy path tracer :)

I made a small game with my 9yo kid during . If you are a floor-cleaning robot, home means picking up trash to you.

Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it!

I added flame chart profiler output option to Clang, so I could see where exactly time goes while it's compiling. Already found some good stuff! Here's a blog post with info

I made a blog! Where I (again) rant about lack of "where did compile time go?" tools in C++ compilers, and end with a cliffhanger.

"Visual Studio IDE is just fine being a 32-bit process", they said :) And now it doesn't have enough memory to *close itself*.

Sure, I am working with the solution that contains whole llvm/clang source code, which is massive. But still!

I started mentoring some junior programmers at work a few months ago, and you won't believe what happened next!

Looks like in 2018 I managed to delete more code than I added. Happy with the general downward slope. Gotta delete more :)

Looks like as of today, I've been at Unity for 13 years. My first commit was "adding Visual Studio build", and a week into the job I already had a "moving files around, deleting obsolete ones" commit. That probably set up where I am today, right there!

Which one is faster to compile in C++, "int a = 7" or "int a { 7 }"? You never asked that question, but I'll answer it anyway!

So! "Tiny Mode" for Unity (aka "unity for small things") is in public preview right now. Get 2018.3 beta and grab the Tiny Mode package; more info in the blog post

"How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of Kayvon Fatahalian's Siggraph'08-10 BPS course material.

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