Difference between revisions of "User:Vasco.costa"
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− | Hello. I am interested in ray-tracing, and GPGPU. I | + | 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]]: |
− | * [https://www.google-melange.com/gsoc/project/details/google/gsoc2015/vasc/5657382461898752 Abstract] | + | * [https://www.google-melange.com/gsoc/project/details/google/gsoc2015/vasc/5657382461898752 GSoC 2015 Abstract] |
− | * [[User:vasco.costa/GSoC15/proposal|Project Proposal]] | + | * [[User:vasco.costa/GSoC15/proposal|GSoC 2015 Project Proposal]] |
− | * [[User:vasco.costa/GSoC15/logs|Development Logs]] | + | * [[User:vasco.costa/GSoC15/logs|GSoC 2015 Development Logs]] |
=OCL librt Development Status= | =OCL librt Development Status= |
Revision as of 16:20, 23 October 2017
Hello. I am interested in ray-tracing, and GPGPU. I work on the OpenCL acceleration of the BRL-CAD librt rendering pipeline:
OCL librt 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.