I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: aras-p.info/texts/files/2018Ac and toy project (C++) for it: github.com/aras-p/dod-playgrou

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: disneyanimation.com/technology

Matt Pharr has an excellent blog series on making pbrt better at rendering it. pharr.org/matt/blog/2018/07/16

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

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.

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, 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 :)

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