Difference between revisions of "User:Kunigami/GSoc2011/Reports"
From BRL-CAD
(→Week 7: added screenshot for cloud shader) |
(→Reports: added report for last week) |
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= Reports = | = Reports = | ||
− | == Week 7 == | + | == Week 8 (July 11th to July 18th) == |
+ | |||
+ | # Implemented a thread-safe version of sh_osl, though no advantages were being taken from parallelism. | ||
+ | # Studied some OSL code to figure out how to use it with multiple threads | ||
+ | # [07/18] Implemented a new thread-safe version of sh_osl with less blocking. | ||
+ | |||
+ | == Week 7 (July 4th to July 11th) == | ||
# Wrote a small tutorial on how to use OSL in BRL-CAD ([[User:Kunigami/GSoc2011/OSL_Tutorial |link]]) | # Wrote a small tutorial on how to use OSL in BRL-CAD ([[User:Kunigami/GSoc2011/OSL_Tutorial |link]]) | ||
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# Implemented support for group of shaders | # Implemented support for group of shaders | ||
− | == Week 6 == | + | == Week 6 (June 27th to July 4th) == |
# Implemented support for reflection and refraction in the OSL Shader that is used by rt | # Implemented support for reflection and refraction in the OSL Shader that is used by rt | ||
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# Started getting errors due to different version of libpng. BRL-CAD uses 1.4 and OIIO used 1.2. Recompiled OIIO to use 1.4 and the problem was solved. | # Started getting errors due to different version of libpng. BRL-CAD uses 1.4 and OIIO used 1.2. Recompiled OIIO to use 1.4 and the problem was solved. | ||
− | == Week 5 == | + | == Week 5 (June 20th to June 27th) == |
# Implemented an osl shader, which seems not to give correct results | # Implemented an osl shader, which seems not to give correct results | ||
# Implemented a stand-alone application to render BRL-CAD scenes with OSL shaders [[http://kuniga.files.wordpress.com/2021/06/osl-rt-2011-06-25.png screenshot]] | # Implemented a stand-alone application to render BRL-CAD scenes with OSL shaders [[http://kuniga.files.wordpress.com/2021/06/osl-rt-2011-06-25.png screenshot]] | ||
− | == Week 4 == | + | == Week 4 (June 13th to June 20th) == |
# Discovered that the crashing was due to multi-threaded issues. I'm currently using -P 1 on my tests. | # Discovered that the crashing was due to multi-threaded issues. I'm currently using -P 1 on my tests. | ||
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# Start studying how the rt application works. | # Start studying how the rt application works. | ||
− | == Week 3 == | + | == Week 3 (June 6th to June 13th) == |
# Adapted the OSL raytracer so that it can be called by the osl shader. | # Adapted the OSL raytracer so that it can be called by the osl shader. | ||
# The rt application is currently crashing. Inspecting with valgrind I suspect that it is due to memory leaks. | # The rt application is currently crashing. Inspecting with valgrind I suspect that it is due to memory leaks. | ||
− | == Week 2 == | + | == Week 2 (May 30th to June 6th) == |
# Not very productive week. With the help of the mentors I managed to solve the compile error. | # Not very productive week. With the help of the mentors I managed to solve the compile error. | ||
− | == Week 1 == | + | == Week 1 (May 23th to May 30th ) == |
# Implemented a (poor) polka dot for BRL-CAD, to get familiarized with the shaders syntax. [[http://kuniga.files.wordpress.com/2021/05/goblet1.png polka dot goblet]] | # Implemented a (poor) polka dot for BRL-CAD, to get familiarized with the shaders syntax. [[http://kuniga.files.wordpress.com/2021/05/goblet1.png polka dot goblet]] |
Revision as of 15:23, 18 July 2011
Contents
- 1 Reports
- 1.1 Week 8 (July 11th to July 18th)
- 1.2 Week 7 (July 4th to July 11th)
- 1.3 Week 6 (June 27th to July 4th)
- 1.4 Week 5 (June 20th to June 27th)
- 1.5 Week 4 (June 13th to June 20th)
- 1.6 Week 3 (June 6th to June 13th)
- 1.7 Week 2 (May 30th to June 6th)
- 1.8 Week 1 (May 23th to May 30th )
- 1.9 Week 0 (Community Bonding)
Reports
Week 8 (July 11th to July 18th)
- Implemented a thread-safe version of sh_osl, though no advantages were being taken from parallelism.
- Studied some OSL code to figure out how to use it with multiple threads
- [07/18] Implemented a new thread-safe version of sh_osl with less blocking.
Week 7 (July 4th to July 11th)
- Wrote a small tutorial on how to use OSL in BRL-CAD (link)
- Ported BRL-CAD cloud shader to OSL (screenshot)
- Ported BRL-CAD checker shader to OSL (screenshot)
- Implemented support for group of shaders
Week 6 (June 27th to July 4th)
- Implemented support for reflection and refraction in the OSL Shader that is used by rt
- Implemented support for refraction in the stand alone application that uses BRL-CAD shooting system to render BRL-CAD scenes with osl shaders [screenshot]
- Started getting errors due to different version of libpng. BRL-CAD uses 1.4 and OIIO used 1.2. Recompiled OIIO to use 1.4 and the problem was solved.
Week 5 (June 20th to June 27th)
- Implemented an osl shader, which seems not to give correct results
- Implemented a stand-alone application to render BRL-CAD scenes with OSL shaders [screenshot]
Week 4 (June 13th to June 20th)
- Discovered that the crashing was due to multi-threaded issues. I'm currently using -P 1 on my tests.
- Re-defined the OSLRenderer interface, so that it considers recursion rays needed for reflection and transmission
- Start studying how the rt application works.
Week 3 (June 6th to June 13th)
- Adapted the OSL raytracer so that it can be called by the osl shader.
- The rt application is currently crashing. Inspecting with valgrind I suspect that it is due to memory leaks.
Week 2 (May 30th to June 6th)
- Not very productive week. With the help of the mentors I managed to solve the compile error.
Week 1 (May 23th to May 30th )
- Implemented a (poor) polka dot for BRL-CAD, to get familiarized with the shaders syntax. [polka dot goblet]
- Trying to compile the OSL raytracer outside OSL build, but getting compile errors, that I have no idea on how to solve. I've emailed the dev list asking for help.
Week 0 (Community Bonding)
- Compiled OSL sources both in Ubuntu 10.10 and Mac OS X Snow Leopard. (had trouble with 11.04, mainly due to LLVM)
- Found a raytracer developed by Erich Ocean and Brecht [1] that uses OSL-written shaders. It currently renders refraction wrongly. [screenshot]
- Discovered the cause of the above error: I was using the wrong shader for glass. Now, the image is correctly rendered. [screenshot]