User:Vasco.costa

From BRL-CAD
Revision as of 16:33, 2 February 2016 by 85.245.164.106 (talk)

Hello. I am interested in ray-tracing, and GPGPU. I plan to work on OpenCL acceleration of the BRL-CAD librt rendering pipeline.


Development Status

Milestone Description Patch Status
M0.1 fix OCL SPH shot routine compilation errors. #341 TRUNK
M0.2 EHY shot routine in OCL. #346 TRUNK
M1 ELL and ARB8 shot routines in OCL. #370 TRUNK
M2 refactor dispatcher, shoot, optical renderer to process many rays in parallel in C when rendering an image or block. see M5
M3.0 grid spatial partitioning in C. #379 see M3.2
M3.1 grid spatial partitioning in OCL. #379 see M3.2
M3.2 HLBVH object partitioning builder in C. traversal in OCL. TRUNK
M4 GPU side database storage of OCL implemented primitives. #392 TRUNK
M5 port compute intensive or critical parts of the dispatcher, boolean evaluation, optical renderer to OCL. TRUNK
M5.1 OCL dispatcher that performs the shot routines for a whole frame. TRUNK
M5.2 OCL rasterizer that does the pixel pushing for a whole frame. TRUNK
M5.3 OCL lighting modes: Phong, Diffuse, Surface Normals. TRUNK
M5.4 OCL lighting modes: Multi-hit transparent. TRUNK
M6 TOR and TGC shot routines in OCL. #393 TRUNK
M6.1 REC shot routine in OCL. TRUNK
M6.2 Surface normal routines for all seven OCL implemented primitives. TRUNK
M7 BOT shot routine in OCL. -
M7.1 Simple BOT shot routine in OCL that computes triangle hits and normals brute force. TRUNK
M7.2 CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. TRUNK