Looks like I managed to remove 747 thousand lines of code in 2019. Major cheating, since half a million of that was versioned Quicktime SDK headers that we no longer need.

I tried my "toy path tracer" on iPhone 11 Pro, just for kicks.
- CPU multi-core 25.2 Mray/s
- CPU single-core 10.0 Mray/s
- GPU 90.4 Mray/s

Compare: 2018 MacBookPro 2.9GHz:
- CPU multi-core 64.5 Mray/s
- CPU single-core 12.9 Mray/s
- GPU 213.4 Mray/s

I'll write about it more once Clang 9 is fully out (soon-ish), but here's a little tool I scribbled together: Clang Build Analyzer. github.com/aras-p/ClangBuildAn

It is extremely cool that even on the other side of the world of , one can read "Path Tracing in Production" and "Path Guiding in Production" course notes just like that. ~200 pages of excellent material. jo.dreggn.org/path-tracing-in-

Ok, so HBO Chernobyl is the greatest miniseries of all time.

Fun fact: some of the KGB prison scenes were shot in the same building as what Unity Kaunas (first non-Copenhagen R&D office!) was back in 2008. It was not fancy at all, back then we had no $ okay? :)

I made a toy path tracer for triangle meshes. Used it as an interview task ("make the initial version faster!") github.com/aras-p/ToyMeshPathT

So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github: github.com/Unity-Technologies/

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