Difference between revisions of "User:Vasco.costa"
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=OCL librt TODO= | =OCL librt TODO= | ||
* Split <code>struct hit</code> in common.cl into two structs. One for <code>shot()</code> results and another for <code>norm()</code> results. This will reduce the amount of memory used to store temporary results between stages. | * Split <code>struct hit</code> in common.cl into two structs. One for <code>shot()</code> results and another for <code>norm()</code> results. This will reduce the amount of memory used to store temporary results between stages. | ||
− | * Execute prefix sums and reductions in <code>clt_frame()</code> on the device. | + | * Execute prefix sums and reductions in <code>clt_frame()</code> on the device to eliminate round-trips. |
* Refactor code so single-hit and multi-hit don't require recompiling all the sources twice. | * Refactor code so single-hit and multi-hit don't require recompiling all the sources twice. | ||
+ | * Cache the compiled binaries so things aren't recompiled on every launch. | ||
* Quadrics Primitives: HYP, SUPERELL. | * Quadrics Primitives: HYP, SUPERELL. | ||
− | * Grids Primitives: DSP, EBM, VOL. | + | * Grids Primitives: '''DSP''', <s>EBM</s>, VOL. |
− | * Composite Primitives: EXTRUDE, REVOLVE | + | * Composite Primitives: '''PIPE''', '''NMG''', METABALL, EXTRUDE, REVOLVE. |
* Instancing Primitive: SUBMODEL. | * Instancing Primitive: SUBMODEL. | ||
* Make Phong shader results look 100% similar to ANSI C librt. | * Make Phong shader results look 100% similar to ANSI C librt. | ||
+ | * Support lights in the shader. | ||
* Don't intersect primitives twice. This requires a dynamic memory allocator. | * Don't intersect primitives twice. This requires a dynamic memory allocator. | ||
− | * Smarter kernel scheduling. For example coallesce all the quadric intersections. | + | * Smarter kernel scheduling for reduce thread divergence. For example coallesce all the quadric intersections. |
* Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity. | * Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity. | ||
* UV routines for all OCL implemented primitives. | * UV routines for all OCL implemented primitives. | ||
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* BOT plate mode. | * BOT plate mode. | ||
* FASTGEN support (both CLINE primitive and bool.cl code). | * FASTGEN support (both CLINE primitive and bool.cl code). | ||
+ | |||
+ | Deprecated primitives: | ||
+ | * ARS is converted to BOT. | ||
+ | * HF is converted to DSP. | ||
=OCL librt Development Status= | =OCL librt Development Status= | ||
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* OCL lighting modes: Phong, Diffuse, Surface Normals. | * OCL lighting modes: Phong, Diffuse, Surface Normals. | ||
* OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). | * 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, EBM, 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. |
Latest revision as of 19:57, 24 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 TODO[edit]
- Split
struct hit
in common.cl into two structs. One forshot()
results and another fornorm()
results. This will reduce the amount of memory used to store temporary results between stages. - Execute prefix sums and reductions in
clt_frame()
on the device to eliminate round-trips. - Refactor code so single-hit and multi-hit don't require recompiling all the sources twice.
- Cache the compiled binaries so things aren't recompiled on every launch.
- Quadrics Primitives: HYP, SUPERELL.
- Grids Primitives: DSP,
EBM, VOL. - Composite Primitives: PIPE, NMG, METABALL, EXTRUDE, REVOLVE.
- Instancing Primitive: SUBMODEL.
- Make Phong shader results look 100% similar to ANSI C librt.
- Support lights in the shader.
- Don't intersect primitives twice. This requires a dynamic memory allocator.
- Smarter kernel scheduling for reduce thread divergence. For example coallesce all the quadric intersections.
- Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity.
- UV routines for all OCL implemented primitives.
- BREP support.
- BOT plate mode.
- FASTGEN support (both CLINE primitive and bool.cl code).
Deprecated primitives:
- ARS is converted to BOT.
- HF is converted to DSP.
OCL librt Development Status[edit]
- 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, EBM, 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.