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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...
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
📣🍏 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...
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
4mo
1mo
1mo
6mo
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
Nanite Tessellation
YouTube video by Graphics Programming Conference
youtu.be
Fork of Bitsquid's Header Hero tool. Contribute to aras-p/header_hero development by creating an account on GitHub.
github.com
Blender Cycles: architecture of a unified CPU/GPU path tracer
GitHub - aras-p/header_hero: Fork of Bitsquid's Header Hero tool
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/
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
Cheating as well, since this is fairly recent. My midlife crisis is this now.
5mo
1d
1mo
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
'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...
6mo
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".
1mo
Notes on creative usage of shader execution reordering
debaetsd.github.io
aras-p.info
(Ab)using Shader Execution Reordering - Dieter's Blog
Unity vs floating point · Aras' website
5mo
Brian Karis
Yining Karl Li
Tiny Glade 🏰🌿
Aras Pranckevičius
Aras Pranckevičius
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
Aras Pranckevičius
aras-p.info
Syntonic Dentiforms redux · Aras' website
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
Dieter
Andre Weissflog
Arseny Kapoulkine
I'm cheating, because this isn't past, but my alter ego is a ~* musician *~. (Actually maybe it's my primary ego? I was raised by musicians, so maybe this whole tech thing is my alter ego...)
Sebastian Aaltonen
1mo
Shannon Woods 🖥️💚🎮🕹️👾