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− | Hello. I am interested in ray-tracing, and GPGPU. I work on | + | 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]]. |
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− | + | * [https://www.google-melange.com/gsoc/project/details/google/gsoc2015/vasc/5657382461898752 Abstract] | |
− | * | + | * [[User:vasco.costa/GSoC15/proposal|Project Proposal]] |
− | + | * [[User:vasco.costa/GSoC15/logs|Development Logs]] | |
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− | = | + | =Development Status= |
− | + | {| | |
− | + | !Milestone!!align="left"|Description!!Patch!!align="left"|Status | |
− | + | |- | |
− | + | |M0.1||fix OCL SPH shot routine compilation errors.||#341||'''TRUNK''' | |
− | + | |- | |
− | + | |M0.2||EHY shot routine in OCL.||#346||'''TRUNK''' | |
− | + | |- | |
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− | + | |M1||ELL and ARB8 shot routines in OCL.||#370||'''TRUNK''' | |
− | + | |- | |
+ | |M2||<s>refactor dispatcher, shoot, optical renderer to process many rays in parallel in C when rendering an image or block.</s>||||''see M5'' | ||
+ | |- | ||
+ | |M3.0||<s>grid spatial partitioning in C.</s>||#379||''see M3.2'' | ||
+ | |- | ||
+ | |M3.1||<s>grid spatial partitioning in OCL.</s>||#379||''see M3.2'' | ||
+ | |- | ||
+ | |M3.2||HLBVH object partitioning builder in C. traversal in OCL.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M4||GPU side database storage of OCL implemented primitives.||#392||'''TRUNK''' | ||
+ | |- | ||
+ | |M5||port compute intensive or critical parts of the dispatcher, <s>boolean evaluation</s>, optical renderer to OCL.|| ||'''TRUNK''' | ||
+ | |- | ||
+ | |M5.1||OCL dispatcher that performs the shot routines for a whole frame.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M5.2||OCL rasterizer that does the pixel pushing for a whole frame.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M5.3||OCL lighting modes: Phong, Diffuse, Surface Normals.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M5.4||OCL lighting modes: Multi-hit transparent.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M6||TOR and TGC shot routines in OCL.||#393||'''TRUNK''' | ||
+ | |- | ||
+ | |M6.1||REC shot routine in OCL.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M6.2||Surface normal routines for all seven OCL implemented primitives.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M7||BOT shot routine in OCL.||||- | ||
+ | |- | ||
+ | |M7.1||Simple BOT shot routine in OCL that computes triangle hits and normals brute force.||||'''TRUNK''' | ||
+ | |- | ||
+ | |M7.2||CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.||||'''TRUNK''' | ||
+ | |} |