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Aras Pranckevičius

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

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.

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.

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 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 :)

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.

Me pointing out things in code reviews.