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Hello. I am interested in ray-tracing, and GPGPU. I work on the [[User:Vasco.costa/GSoC15/logs|OpenCL acceleration of the BRL-CAD librt rendering pipeline]]:
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Hello. I am interested in ray-tracing, and GPGPU. I plan to work on [[User:Vasco.costa/GSoC15/logs/OpenCL acceleration of the BRL-CAD librt rendering pipeline]].
* [https://www.google-melange.com/gsoc/project/details/google/gsoc2015/vasc/5657382461898752 GSoC 2015 Abstract]
 
* [[User:vasco.costa/GSoC15/proposal|GSoC 2015 Project Proposal]]
 
* [[User:vasco.costa/GSoC15/logs|GSoC 2015 Development Logs]]
 
  
=OCL librt TODO=
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* [https://www.google-melange.com/gsoc/project/details/google/gsoc2015/vasc/5657382461898752 Abstract]
* Split <code>struct hit</code> in common.cl into two structs. One for <code>shot()</code> results and another for <code>norm()</code> results. This will reduce the amount of memory used to store temporary results between stages.
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* [[User:vasco.costa/GSoC15/proposal|Project Proposal]]
* Execute prefix sums and reductions in <code>clt_frame()</code> on the device to eliminate round-trips.
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* [[User:vasco.costa/GSoC15/logs|Development Logs]]
* Refactor code so single-hit and multi-hit don't require recompiling all the sources twice.
 
* Cache the compiled binaries so things aren't recompiled on every launch.
 
* Quadrics Primitives: HYP, SUPERELL.
 
* Grids Primitives: '''DSP''', <s>EBM</s>, VOL.
 
* Composite Primitives: '''PIPE''', '''NMG''', METABALL, EXTRUDE, REVOLVE.
 
* Instancing Primitive: SUBMODEL.
 
* Make Phong shader results look 100% similar to ANSI C librt.
 
* Support lights in the shader.
 
* Don't intersect primitives twice. This requires a dynamic memory allocator.
 
* Smarter kernel scheduling for reduce thread divergence. For example coallesce all the quadric intersections.
 
* Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity.
 
* UV routines for all OCL implemented primitives.
 
* BREP support.
 
* BOT plate mode.
 
* FASTGEN support (both CLINE primitive and bool.cl code).
 
  
Deprecated primitives:
 
* ARS is converted to BOT.
 
* HF is converted to DSP.
 
  
=OCL librt Development Status=
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=Development Status=
* Refactored dispatcher, shoot, optical renderer to process many rays in parallel when rendering an image or block.
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{|
* HLBVH object partitioning builder in C. traversal in OCL.
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!Milestone!!align="left"|Description!!Patch!!align="left"|Status
* GPU side database storage of OCL implemented primitives.
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|-
* Ported compute intensive or critical parts of the dispatcher, boolean evaluation, optical renderer to OCL.
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|M0.1||fix OCL SPH shot routine compilation errors.||#341||'''TRUNK'''
* OCL dispatcher that performs the shot routines for a whole frame.
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|-
* OCL rasterizer that does the pixel pushing for a whole frame.
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|M0.2||EHY shot routine in OCL.||#346||'''TRUNK'''
* OCL lighting modes: Phong, Diffuse, Surface Normals.
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|-
* OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only).
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| || || ||
* ARB8, EBM, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL.
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|-
* Surface normal routines for all OCL implemented primitives.
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|M1||ELL and ARB8 shot routines in OCL.||#370||'''TRUNK'''
* CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.
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|-
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|M2||<s>refactor dispatcher, shoot, optical renderer to process many rays in parallel in C when rendering an image or block.</s>||||''see M5''
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|-
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|M3.0||<s>grid spatial partitioning in C.</s>||#379||''see M3.2''
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|-
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|M3.1||<s>grid spatial partitioning in OCL.</s>||#379||''see M3.2''
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|-
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|M3.2||HLBVH object partitioning builder in C. traversal in OCL.||||'''TRUNK'''
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|-
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|M4||GPU side database storage of OCL implemented primitives.||#392||'''TRUNK'''
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|-
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|M5||port compute intensive or critical parts of the dispatcher, <s>boolean evaluation</s>, optical renderer to OCL.|| ||'''TRUNK'''
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|-
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|M5.1||OCL dispatcher that performs the shot routines for a whole frame.||||'''TRUNK'''
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|-
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|M5.2||OCL rasterizer that does the pixel pushing for a whole frame.||||'''TRUNK'''
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|-
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|M5.3||OCL lighting modes: Phong, Diffuse, Surface Normals.||||'''TRUNK'''
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|-
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|M5.4||OCL lighting modes: Multi-hit transparent.||||'''TRUNK'''
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|-
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|M6||TOR and TGC shot routines in OCL.||#393||'''TRUNK'''
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|-
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|M6.1||REC shot routine in OCL.||||'''TRUNK'''
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|-
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|M6.2||Surface normal routines for all seven OCL implemented primitives.||||'''TRUNK'''
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|-
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|M7||BOT shot routine in OCL.||||-
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|-
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|M7.1||Simple BOT shot routine in OCL that computes triangle hits and normals brute force.||||'''TRUNK'''
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|-
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|M7.2||CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.||||'''TRUNK'''
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|}

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