Difference between revisions of "User:Vasco.costa"
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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. | |
− | + | * 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, <s>boolean evaluation</s>, 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. | |
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Revision as of 16:18, 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.