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Aras Pranckevičius @aras@mastodon.gamedev.place

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 is back! Part 7, where I'm learning about SIMD. aras-p.info/blog/2018/04/10/Da

Next up: more SIMD.

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 :)

Daily Pathtracer, Part 5. Let's make a naïve, suboptimal, port to GPU via Apple Metal instead. aras-p.info/blog/2018/04/03/Da

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. aras-p.info/blog/2018/03/31/Da

Next week: a super naïve ISPC implementation!

Daily Pathtracer, Part 3. C# and Unity. Also, .NET Core, Mono, IL2CPP and Burst, oh my! aras-p.info/blog/2018/03/28/Da

Next up: fix rendering that is *wrong* right now.

Daily Pathtracing, Part 1. Initial simple C++ (Win/Mac) implementation & walkthrough. aras-p.info/blog/2018/03/28/Da 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 :) aras-p.info/blog/2018/03/28/Da

This is using an extended version of the new "HD" rendering pipeline that Sebastien Lagarde just wrote a blog post about! blogs.unity3d.com/2018/03/16/t

Real-time in-unity short film "Windup" by Yibing Jiang, Laurent Harduin et al. artstation.com/artwork/83EBx

Me pointing out things in code reviews.