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 :)
Daily Pathtracer, Part 5. Let's make a naïve, suboptimal, port to GPU via Apple Metal instead. http://aras-p.info/blog/2018/04/03/Daily-Pathtracer-Part-5-Metal-GPU/
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. http://aras-p.info/blog/2018/03/31/Daily-Pathtracer-Part-4-Fixes--Mitsuba/
Next week: a super naïve ISPC implementation!
Daily Pathtracer, Part 3. C# and Unity. Also, .NET Core, Mono, IL2CPP and Burst, oh my! http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-3-CSharp-Unity-Burst/
Next up: fix rendering that is *wrong* right now.
Daily Pathtracing, Part 1. Initial simple C++ (Win/Mac) implementation & walkthrough. http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-1-Initial-C--/ 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 :) http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-0-Intro/
Some quick incoherent (ha!) thoughts on DX Raytracing. http://aras-p.info/blog/2018/03/21/Random-Thoughts-on-Raytracing/
This is using an extended version of the new "HD" rendering pipeline that Sebastien Lagarde just wrote a blog post about! https://blogs.unity3d.com/2018/03/16/the-high-definition-render-pipeline-focused-on-visual-quality/
Rinaldo wrote quite an excellent blog post on making believable visuals/lighting in Unity https://blogs.unity3d.com/2018/03/09/spotlight-team-best-practices-making-believable-visuals-in-unity/
Me pointing out things in code reviews.
Surely passing library paths using forward slashes instead of backward slashes to MSVC linker won't have any effect on linking performance? Haha nope!
Boom poof! ProBuilder is part of Unity now. Edit those levels! https://blogs.unity3d.com/2018/02/15/probuilder-joins-unity-offering-integrated-in-editor-advanced-level-design/ https://mastodon.gamedev.place/media/zq4IA8BP4H2GgTwkoOg
Today is a good day. DX11 feature level 9.x is the worst/leakiest "abstraction" ever, and only needed on old Windows Phone devices. Good riddance. Let's see where this goes :) https://mastodon.gamedev.place/media/vuy2j_5PMrj5PCD8VEE
Work planning. I guess by now my coworkers know my work habits :) https://mastodon.gamedev.place/media/mRgF4eREDon3CdjBXEA
These posts on lighting in Unity by @Jey_dia are great https://www.artstation.com/jeydia/blog/dz3y/afterglow-unity-lighting-blog-part01