"Are we done with Ray Tracing?" #SIGGRAPH2019 course slides are up: https://sites.google.com/view/arewedonewithraytracing -- turns out, you can't "just rtx on", who would have guessed :)
Visual Studio 2019 16.2 is out: https://devblogs.microsoft.com/visualstudio/visual-studio-2019-version-16-2-generally-available-and-16-3-preview-1/ -- link time improvements yay! Also fixes SIMD codegen bug that was there in 16.0 and 16.1 (https://developercommunity.visualstudio.com/content/problem/540079/vs2019-mis-optimizes-some-simd-constructs.html)
"Fresnel Equations Considered Harmful" by Naty Hoffman http://renderwonk.com/publications/mam2019/
I made a blog! "Replacing a live system is really hard" https://aras-p.info/blog/2019/06/21/Replacing-a-live-system-is-really-hard/
"Performance speed limits" by is really really good. https://travisdowns.github.io/blog/2019/06/11/speed-limits.html
"Leveraging Ray Tracing Hardware Acceleration In Unity" is nice. https://auzaiffe.files.wordpress.com/2019/05/digital-dragons-leveraging-ray-tracing-hardware-acceleration-in-unity.pdf #digitaldragons2019
So! After some years of being fairly "unofficial", Unity editor for Linux is more official now. You can just get it via Unity Hub, like regular Windows/Mac editors. https://blogs.unity3d.com/2019/05/30/announcing-the-unity-editor-for-linux/
"The Making of The Heretic: Digital Humans and VFX Characters" is really good: https://docs.google.com/presentation/d/1aiBXsNu-D9ZfpBNqcs08w7ToNJ2e7jgyoyfNUXSCWW8/edit?usp=sharing #digitaldragons2019 #madewithunity
Are you creating or modifying Meshes from code in #unity3d? We might have some API improvements planned for that, feedback is welcome. See google doc: https://docs.google.com/document/d/1I225X6jAxWN0cheDz_3gnhje3hWNMxTZq3FZQs5KqPc/edit# and forum thread: https://forum.unity.com/threads/feedback-wanted-mesh-scripting-api-improvements.684670/
All done! Hope stuff still works; if anything broke let me know.
Profile Analyzer for Unity. https://blogs.unity3d.com/2019/05/13/introducing-the-profile-analyzer
I made a toy path tracer for triangle meshes. Used it as an interview task ("make the initial version faster!") https://github.com/aras-p/ToyMeshPathTracer
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: https://github.com/Unity-Technologies/Unity-Experimental-DXR
Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft! https://microsoft.github.io/DirectX-Specs/
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