Difference between revisions of "User:Vasco.costa"

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* HLBVH object partitioning builder in C. traversal in OCL.
 
* HLBVH object partitioning builder in C. traversal in OCL.
 
* GPU side database storage of OCL implemented primitives.
 
* 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.
+
* 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 dispatcher that performs the shot routines for a whole frame.
 
* OCL rasterizer that does the pixel pushing for a whole frame.
 
* OCL rasterizer that does the pixel pushing for a whole frame.

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.