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|M4||GPU side database storage of OCL implemented primitives.||#392||'''TRUNK''' | |M4||GPU side database storage of OCL implemented primitives.||#392||'''TRUNK''' | ||
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− | |M5||port compute intensive or critical parts of the dispatcher, <s>boolean evaluation</s>, optical renderer to OCL.|| ||'''TRUNK''' | + | |M5||port compute intensive or critical parts of the dispatcher, <s>boolean evaluation</s>, <s>optical renderer</s> to OCL.|| ||'''TRUNK''' |
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|M5.1||OCL dispatcher that performs the shot routines for a whole frame.||||'''TRUNK''' | |M5.1||OCL dispatcher that performs the shot routines for a whole frame.||||'''TRUNK''' | ||
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|M5.2||OCL rasterizer that does the pixel pushing for a whole frame.||||'''TRUNK''' | |M5.2||OCL rasterizer that does the pixel pushing for a whole frame.||||'''TRUNK''' | ||
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|M6||TOR and TGC shot routines in OCL.||#393||'''TRUNK''' | |M6||TOR and TGC shot routines in OCL.||#393||'''TRUNK''' | ||
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|M7||BOT shot routine in OCL.||||- | |M7||BOT shot routine in OCL.||||- | ||
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− | |M7.1||Simple BOT shot routine in OCL that computes triangle hits and | + | |M7.1||Simple BOT shot routine in OCL that computes triangle hits and normal brute force.||||'''TRUNK''' |
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− | |M7.2||CPU HLBVH BOT shot construction with OCL traversal | + | |M7.2||CPU HLBVH BOT shot construction with OCL traversal.||||'''TRUNK''' |
|} | |} | ||
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− | The ARB8 | + | The ARB8, EHY, ELL, SPH, REC, TOR, TGC, shot routines are in SVN trunk. |
− | SVN trunk also contains solid database device storage and a render function which given a view2model matrix, width, height, can generate an RGB8 bitmap. Diffuse and Surface Normal light models are supported. The renderer does | + | SVN trunk also contains solid database device storage and a render function which given a view2model matrix, width, height, can generate an RGB8 bitmap. Diffuse and Surface Normal light models are supported. The renderer does brute force first-hit ray tracing and ignores the CSG operators. It is integrated as a render option in '''mged'''. |
=Development Phase= | =Development Phase= | ||
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* ''M2 commited to opencl branch: kludge up a simple rendering pipeline with grid spatial partitioning traversal acceleration.'' | * ''M2 commited to opencl branch: kludge up a simple rendering pipeline with grid spatial partitioning traversal acceleration.'' | ||
− | : The simple ANSI C rendering pipeline only supports Lambertian reflection with a stock grey material to make things simpler. | + | : The simple ANSI C rendering pipeline only supports Lambertian reflection with a stock grey material to make things simpler. Example output for ''goliath.g'': |
+ | |||
+ | :[[File:Cl_goliath.png|256px]] | ||
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<blockquote> | <blockquote> | ||
{| | {| | ||
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|[[File:Rt_ehyn.png|256px]]||[[File:Cl_ehyn.png|256px]]||[[File:Diff_ehyn.png|256px]] | |[[File:Rt_ehyn.png|256px]]||[[File:Cl_ehyn.png|256px]]||[[File:Diff_ehyn.png|256px]] | ||
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− | |align="center"|elapsed time @ 972x956: 0.35 sec||align="center"|elapsed time @ 972x956: 0. | + | |align="center"|elapsed time @ 972x956: 0.35 sec||align="center"|elapsed time @ 972x956: 0.08 sec|| |
|} | |} | ||
</blockquote> | </blockquote> | ||
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* Require OpenCL 1.2 or greater. | * Require OpenCL 1.2 or greater. | ||
* Change OCL primitive packing routines to use memory pools. | * Change OCL primitive packing routines to use memory pools. | ||
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* Initial bot, ars implementation. It just intersects all the triangles. No acceleration. | * Initial bot, ars implementation. It just intersects all the triangles. No acceleration. | ||
* Removed the, now unused, one kernel call per ray-primitive intersection routines. | * Removed the, now unused, one kernel call per ray-primitive intersection routines. | ||
− | * HLBVH bot construction | + | * HLBVH bot construction and OCL traversal. Here's a screenshot: |
<blockquote> | <blockquote> | ||
{| | {| | ||
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|align="center"|1 million triangles | |align="center"|1 million triangles | ||
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− | |align="center"|elapsed time @ 972x956: '''0. | + | |align="center"|elapsed time @ 972x956: '''0.29''' sec (OCL) |
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|align="center"|elapsed time @ 972x956: 17.49 sec (RT) | |align="center"|elapsed time @ 972x956: 17.49 sec (RT) | ||
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|} | |} | ||
</blockquote> | </blockquote> | ||
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