Because "why not", I made my toy path tracer run in the browser via WebAssembly. Was pretty easy!

The most excellent and lamentable tragedy of Flat UI Design, in two acts.

I updated my toy path tracer Unity C# Burst code with a 4-wide HitSpheres implementation. PC 84->133 Mray/s, Mac 36->60 Mray/s.

Is good Friday. Removing and from Unity main codebase, since we stopped using them a while ago. They served a good purpose between 2010 and ~2017, but time to let go.

I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: and toy project (C++) for it:

Another evening of secret production: I don't know where I'm even going with this. 🤷But hey, learned about "Kali Set" fractals :)

Day 4 was jolly scenes and other stuff. Also, I forgot how hard it is to do all this! Apparently practice is needed :)

Day 3 was more textures, more learning of Timeline, Particles, etc. etc. Everything still looks like shit, halp!

Day 2 was kid making fonts & textures, while I was trying to figure out how to use this "Unity" thing :)

Day 1 of surprise secret project: mostly storyboarding and references.

Disney has released full data set of Motunui island from Moana movie:

Matt Pharr has an excellent blog series on making pbrt better at rendering it.

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.

Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights.

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

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