I have retweeted this already, but information tends to get buried pretty quickly on Twitter so I put it here. Syoyo, a real time ray tracing enthusiast, is looking for a talented ray tracing engineer to join his company, Light Transport.
Aras Pranckevičius wrote on the Unity blog about the new frame debugger feature they added to their editor: Frame Debugger in Unity 5.0. The hack, he calls it, is very simple and just consists in interrupting the rendering at a given stage and display whichever frame buffer was active at the moment. Just a couple of days of work; most of the work went into the editor UI.
From the article:
There’s no actual “frame capture” going on; pretty much all we do is stop rendering after some number of draw calls. So if you’re looking at a frame that would have 100 objects rendered and you’re looking at object #10 right now, then we just skip rendering the remaining 90. If at that point in time we happen to be rendering into a render texture, then we display it on the screen.
This means the implementation is simple; getting functionality working was only a few days of work (and then a few weeks iterating on the UI).
Illustration from the article: “Here we are stepping through the draw calls of depth texture creation, in glorious animated GIF form”
Insanely Twisted Shadow Planet is a 2D shooter with an outstanding visual style (and this is where my description ends since I am yet to try this game, even though I already bought it). In this 10mn video, Ryan Meyer explains how the camera system he wrote for the game works.
Following on his previous talks on data visualization and programming interfaces, Bret Victor presents the idea of what he calls a “seeing space”, meant to improve understanding of problems in the context of collaborative engineering.