Oh right, I remembered that I made Unity Gaussian Splatting eons ago. Well ok, a new maintenance release v1.1.2 is now out with a handful of fixes. github.com/aras-p/Unity... #unity #3dgs
Aras Pranckevičius
Aras Pranckevičius
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
1.6K followers218 following231 posts
"Unroll a loop, make shader 10x faster", where I accidentally speed up Blender's Kuwahara compositor node on Apple GPUs (and elsewhere). aras-p.info/blog/2026/10...
Turns out a little library I made for making #vulkan shaders smoller, "smol-v", is ten years old by now. Huh! github.com/aras-p/smol-v I just merged improved robustness against invalid data that someone contributed, & added more shaders to test data (from recent blender, godot, unity versions).
Blog post! "More Blender VSE tidbits" aras-p.info/blog/2026/08... #blender
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At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵
Aras Pranckevičius reposted
Aras Pranckevičius reposted
Replying to @superluminal.eu
We're finally bringing our powerful and user friendly CPU profiler to Linux! The beta version is now publically available, and it's free for 60 days during the open beta, so there's really no excuse not to try it out! Just download, extract, optimize. superluminal.eu/applications...
Short blog post about Joys of cancelling a TBB task group: aras-p.info/blog/2026/06...
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You'd think that in Unity "how do I do a square root?" has a simple answer. It does not! Here's a blog post about various complexities of math related codegen, precision and performance in Unity: aras-p.info/blog/2026/06... #unity
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📣🍏 Tiny Glade now runs on macOS! Mac users can finally pet the sheep (um, the rest of the game should work too 🤭) You'll need one of them "Apple silicon" Mac 'puters, like M1, M2, etc. or MacBook Neo. See our full post for details: store.steampowered.com/news/app/219...
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Here’s a cool talk from GPC 2025 on the architecture of Blender’s Cycles renderer. There is no one right answer to designing a renderer; as a rendering engineer, I really like seeing how different renderers choose different tradeoffs to meet user needs: youtu.be/etGMk9wYwNs
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'Syntonic Dentiforms' demo remake by @aras-p.bsky.social is using sokol for rendering and audio :) aras-p.info/blog/2026/04... Direct link to web version: aras-p.github.io/SyntonicDent...
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I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
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New blog post is finally up: (Ab)using Shader Execution Reordering. A bit of outside the box usage of SER (for better or worse). debaetsd.github.io/posts/ser/
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My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
So! Back in 2011, BitSquid made a "Header Hero" tool for C/C++ codebase header analysis. I did some updates to it in 2018. But now that I'm on Linux, I rewrote the UI (now it works on Win+Mac+Linux), did some performance improvements, and some other tweaks. Here: github.com/aras-p/header_hero
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After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT! meshoptimizer.org/v1
Two years of working on Blender Video Sequence Editor: aras-p.info/blog/2025/11... So far so good, let's continue! #blender #vse
Small blog post comparing binary sizes & performance of OpenEXR vs tinyexr libraries aras-p.info/blog/2025/11...
#gpc2025 was great! Met a lot of folks who I haven't seen in decades, or only know them from the internet, or haven't known them at all! I was a bit scared that after a decade out of rendering, everything would be way over my head, but turns out I could follow along just fine.
OpenEXR 3.4.4 is out, which reduced the size of the library binary by half a megabyte. This might have been my fault ;) github.com/AcademySoftw...
So! Blender Video Sequence Editor (VSE) has a roadmap/plan for 2026. Feedback or thoughts whether it makes sense would be welcome. Also more contributors would be good :) devtalk.blender.org/t/video-sequ... #blender #vse
"Oh no there's a Chocomel in my Playdate!" is back, but this time Chocomel is also on the web: aras-p.github.io/playdators/ and on github: github.com/aras-p/playd... #dogwalk #playdate
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so proud to share @jhuapl.bsky.social neuroscience research at #blenderconference2025 @blender.org ❤️ also shoutout to #microscopynodes by @aafkegros.bsky.social, here's to awesome new collabs born at blendercon!!!
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Replying to @mmalex.bsky.social
i put in a vectorscopey type thing into it, im sure subconsciously i was channeling @aras-p.bsky.social (have to edit #define TV to 1 in the shader)
Aras Pranckevičius reposted
Aras Pranckevičius reposted
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code. (And yes it's really been 10 years 👴). therealmjp.github.io/posts/ten-ye...
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RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements. Full release notes: github.com/baldurk/rend... Binary builds: renderdoc.org/builds
"This many points is surely out of scope!", a blog post about moving #blender scopes to GPU, and point rendering performance in general. aras-p.info/blog/2025/08...
Anyone want to test #webgpu page where I'm testing performance of rendering many points, using GPU vs compute shader? aras-p.info/files/temp/w... I'd like to know GPU times for each of 5 buttons, with&without compute shader checkbox, and the GPU model. My own numbers at the bottom of the page.
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If you're like me and can't remember if it's RCX or R8 for the fourth parameter... Get the Compiler Explorer ABI Mug: actual calling conventions for x86-64 System V, Windows, and ARM64. Support @godbolt.org: grab yours here -> shop.compiler-explorer.com/collections/...
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= 32 bits after 32 years = We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be. conspiracy.hu/files/w32nd_... github.com/ConspiracyHu...
Aras Pranckevičius reposted
Blog post about lossless float image compression (EXR, HTJ2K, JPEG-XL, mesh optimizer): aras-p.info/blog/2025/07...
Small blog post about Blender Voronoi noise, hash functions and OpenShadingLanguage. aras-p.info/blog/2025/06... #blender #osl
While removing this 2000 lines of code, I learned that Blender has a "FELINE" texture sampling filter, which unfortunately has nothing to do with 😻 and just means "fast elliptical lines". Anyway, it is now gone since it was unused for years. projects.blender.org/blender/blen...
So to be landed PR: 6 lines added, 21581 lines removed. Buh-bye Collada, we hardly knew ye. projects.blender.org/blender/blen... (this is *not* counting the OpenCollada library itself, which is like 620 thousand lines of code lol).
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I just published the bidi text stuff I have been working the past months. It's called Skribidi (because all text and font related things need funny name for some reason). github.com/memononen/Sk...
Aras Pranckevičius reposted