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 :)
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.