Difference between revisions of "User:Vasco.costa"
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* OCL rasterizer that does the pixel pushing 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: Phong, Diffuse, Surface Normals. | ||
− | * OCL lighting modes: Multi-hit transparent. | + | * OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). |
* ARB8, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL. | * ARB8, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL. | ||
* Surface normal routines for all OCL implemented primitives. | * Surface normal routines for all OCL implemented primitives. | ||
* CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. | * CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. |
Revision as of 16:22, 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 (Single Stage Render Pipeline only).
- ARB8, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL.
- Surface normal routines for all OCL implemented primitives.
- CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals.