Difference between revisions of "User:Vasco.costa"

From BRL-CAD
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=Development Status=
 
=Development Status=
{|
+
* Refactored dispatcher, shoot, optical renderer to process many rays in parallel when rendering an image or block.
!Milestone!!align="left"|Description!!Patch!!align="left"|Status
+
* HLBVH object partitioning builder in C. traversal in OCL.
|-
+
* GPU side database storage of OCL implemented primitives.
|M0.1||fix OCL SPH shot routine compilation errors.||#341||'''TRUNK'''
+
* Ported compute intensive or critical parts of the dispatcher, <s>boolean evaluation</s>, optical renderer to OCL.
|-
+
* OCL dispatcher that performs the shot routines for a whole frame.
|M0.2||EHY shot routine in OCL.||#346||'''TRUNK'''
+
* OCL rasterizer that does the pixel pushing for a whole frame.
|-
+
* OCL lighting modes: Phong, Diffuse, Surface Normals.
| || || ||
+
* OCL lighting modes: Multi-hit transparent.
|-
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* TOR and TGC shot routines in OCL.||#393||'''TRUNK'''
|M1||ELL and ARB8 shot routines in OCL.||#370||'''TRUNK'''
+
* Surface normal routines for all OCL implemented primitives.
|-
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* CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.
|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'''
 
|}
 

Revision as of 17:18, 23 October 2017

Hello. I am interested in ray-tracing, and GPGPU. I plan to work on OpenCL acceleration of the BRL-CAD librt rendering pipeline:

Development Status

  • Refactored dispatcher, shoot, optical renderer to process many rays in parallel when rendering an image or block.
  • HLBVH object partitioning builder in C. traversal in OCL.
  • GPU side database storage of OCL implemented primitives.
  • Ported compute intensive or critical parts of the dispatcher, boolean evaluation, optical renderer to OCL.
  • OCL dispatcher that performs the shot routines for a whole frame.
  • OCL rasterizer that does the pixel pushing for a whole frame.
  • OCL lighting modes: Phong, Diffuse, Surface Normals.
  • OCL lighting modes: Multi-hit transparent.
  • TOR and TGC shot routines in OCL.||#393||TRUNK
  • Surface normal routines for all OCL implemented primitives.
  • CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.