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Aras Pranckevičius

Daily Pathtracer part 11: let's try a "buffer oriented" approach (is that what "wavefront" or "stream" tracing is? I don't know!)

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.

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!

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

Daily Pathtracer part 8, where I'm learning more SIMD, and add more spheres to the test scene.

Daily Pathtracer is back! Part 7, where I'm learning about SIMD.

Next up: more SIMD.

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

Release notes and downloads at

Daily Pathtracer, Part 6. DX11/HLSL implementation (still not optimized whatsoever).

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.

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.

Next week: a super naïve ISPC implementation!

Daily Pathtracer, Part 3. C# and Unity. Also, .NET Core, Mono, IL2CPP and Burst, oh my!

Next up: fix rendering that is *wrong* right now.

Daily Pathtracer, Part 2. Where I make it 10x faster (or 10x less stupidly slow) by typing one word!

Next up: let's do the same path tracer in C#, because why not.

Daily Pathtracing, Part 1. Initial simple C++ (Win/Mac) implementation & walkthrough. Next part: fixing a gross perf embarrassment in it.

I'll write a series of "n00b tries to pathtracer" blog posts. Mostly for laughs, and also to have something embarrassing in the future :)

...and this Mastodon instance is back. Apparently something went on fire (literally or figuratively) on the hosting provider site, and some servers were down for almost a day (!).

Sorry about that!

This is using an extended version of the new "HD" rendering pipeline that Sebastien Lagarde just wrote a blog post about!

Real-time in-unity short film "Windup" by Yibing Jiang, Laurent Harduin et al.