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 | see M5 | ||
M3.0 | #379 | see M3.2 | |
M3.1 | #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, |
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 |