It took a while, but Terrain system and tooling in Unity is getting some updates ;) https://blogs.unity3d.com/2018/10/10/2018-3-terrain-update-getting-started/
I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: http://aras-p.info/texts/files/2018Academy%20-%20ECS-DoD.pdf and toy project (C++) for it: https://github.com/aras-p/dod-playground
The t-shirt says the truth.
Evening 7: spaghetti code.
Evening 6: fractals, fractals everywhere.
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: https://www.disneyanimation.com/technology/datasets
Matt Pharr has an excellent blog series on making pbrt better at rendering it. http://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all.html
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. http://aras-p.info/blog/2018/05/30/Pathtracer-14-iOS/
Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights. http://aras-p.info/blog/2018/04/25/Daily-Pathtracer-12-GPU-Buffer-Oriented-D3D11/
Daily Pathtracer part 11: let's try a "buffer oriented" approach (is that what "wavefront" or "stream" tracing is? I don't know!) http://aras-p.info/blog/2018/04/19/Daily-Pathtracer-11-Buffer-Oriented/
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. http://aras-p.info/blog/2018/04/16/Daily-Pathtracer-10-Update-CsharpGPU/
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! http://aras-p.info/blog/2018/04/13/Daily-Pathtracer-9-A-wild-ryg-appears/
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. http://aras-p.info/blog/2018/04/11/Daily-Pathtracer-8-SSE-HitSpheres/
Daily Pathtracer is back! Part 7, where I'm learning about SIMD. http://aras-p.info/blog/2018/04/10/Daily-Pathtracer-Part-7-Initial-SIMD/
Next up: more SIMD.
Daily Pathtracer, Part 6. DX11/HLSL implementation (still not optimized whatsoever). http://aras-p.info/blog/2018/04/04/Daily-Pathtracer-Part-6-D3D11-GPU/
Next up: will do a break for a couple days; sustaining daily posts is hard :)