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Daily Pathtracer Part 3: C# & Unity & Burst

Introduction and index of this series is here. As promised in the last post, let’s port our path tracer to C#, both outside & inside of Unity. This will also contain a brief example of Unity 2018.1...

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Daily Pathtracer Part 4: Fixes & Mitsuba

Introduction and index of this series is here. The path tracer right now is small, neat and wrong. Some folks pointed on on twitterverse that there’s double lighting due to light sampling; there’s an...

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Daily Pathtracer Part 5: Metal GPU!

Introduction and index of this series is here. Let’s make a super-naïve implementation for a GPU! Did I mention that it’s going to be super simple and not optimized for GPUs at all? I did, good. This...

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Daily Pathtracer Part 6: D3D11 GPU

Introduction and index of this series is here. In the previous post, I did a naïve Metal GPU “port” of the path tracer. Let’s make a Direct3D 11 / HLSL version now. This will allow testing performance...

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Daily Pathtracer Part 7: Initial SIMD

Introduction and index of this series is here. Let’s get back to the CPU C++ implementation. I want to try SIMD and similar stuffs now! Warning: I don’t have much (any?) actual experience with SIMD...

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Daily Pathtracer 8: SSE HitSpheres

Introduction and index of this series is here. In the previous post, I talked about concept of SIMD, structure-of-arrays layout, and one (not good) approach of “let’s use SSE for float3 struct”. Just...

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Daily Pathtracer 9: A wild ryg appears

Introduction and index of this series is here. In the previous post, I did a basic SIMD/SSE implementation of the “hit a ray against all spheres” function. And then of course, me being a n00b at SIMD,...

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Daily Pathtracer 10: Update C#&GPU

Introduction and index of this series is here. Short post; nothing new. Just wanted to update C#, Unity (C#+Burst) and GPU implementations with the larger scene and optimizations from previous blog...

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Daily Pathtracer 11: Buffer-Oriented

Introduction and index of this series is here. I’ll try to restructure the path tracer a bit, from a “recursion based” approach into a “buffer based” approach.“But why?” I had a thought of playing...

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Daily Pathtracer 12: GPU Buffer-Oriented D3D11

Introduction and index of this series is here. In the previous post, I changed the CPU path tracer from recursion (depth first) based approach to “buffer based” (breadth first) one. It got slightly...

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Pathtracer 13: GPU threadgroup memory is useful!

Introduction and index of this series is here. Oh, last post was exactly a month ago… I guess I’ll remove “daily” from the titles then :) So the previous approach “let’s do one bounce iteration per...

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Pathtracer 14: iOS

Introduction and index of this series is here. I wanted to check out how’s the performance on a mobile device. So, let’s take what we ended up with in the previous post, and make it run on iOS. Initial...

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Iceland Vacation 2018

Hello! End of June & start of July we were traveling in Iceland, so here’s some photos and stuff. I’ve heard that some folks somehow don’t know that Iceland is absolutely beautiful. How?! Here’s my...

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Pathtracer 15: Pause & Links

Sailing out to sea | A tale of woe is me I forgot the name | Of where we’re heading – Versus Them “Don’t Eat the Captain“ So! This whole series on pathtracing adventures started out without a clear...

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Random list of Demoscene Demos

I just did a “hey kids, let me tell you about demoscene” event at work, where I talked about and and showed some demos I think were influential over the years, roughly sorted chronologically. Here’s...

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Daily Pathtracer Part 1: Initial C++

Introduction and index of this series is here. Let’s make an initial implementation very similar to Ray Tracing in One Weekend (seriously, just buy that minibook). Source code is here on github.“Main”...

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Daily Pathtracer Part 4: Fixes & Mitsuba

Introduction and index of this series is here. The path tracer right now is small, neat and wrong. Some folks pointed on on twitterverse that there’s double lighting due to light sampling; there’s an...

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Pathtracer 15: Pause & Links

Sailing out to sea | A tale of woe is me I forgot the name | Of where we’re heading – Versus Them “Don’t Eat the Captain“ So! This whole series on pathtracing adventures started out without a clear...

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Pathtracer 16: Burst SIMD Optimization

Introduction and index of this series is here. When I originally played with the Unity Burst compiler in “Part 3: C#, Unity, Burst”, I just did the simplest possible “get C# working, get it working on...

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SPIR-V Compression: SMOL vs MARK

Two years ago I did a small utility to help with Vulkan (SPIR-V) shader compression: SMOL-V (see blog post or github repo). It is used by Unity, and looks like also used by some non-Unity projects as...

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