Difference between revisions of "User:Vasco.costa"

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* 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.
* TOR and TGC shot routines in OCL.||#393||'''TRUNK'''
+
* TOR and TGC 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 17:20, 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.
  • TOR and TGC 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.