## Search found 24 matches

Mon Sep 30, 2013 6:02 am
Forum: Visuals
Topic: Render
Replies: 5
Views: 9543

### Re: Render

Textures did 90% of the job, it looks really realistic - almost like a photo. A curiosity question - what is the main thing in the scene called? :D It looks a hybrit between tripod, cooler and astronaut. :ugeek: Also I'd do a bit less DoF in the scene, at least on the background (i wanna see more de...
Thu May 23, 2013 10:03 am
Forum: ompf2
Topic: BLOG
Replies: 7
Views: 9121

### Re: BLOG

Yes, exactly that one. Everything seems okay by now.
Thu May 23, 2013 1:41 am
Forum: ompf2
Topic: BLOG
Replies: 7
Views: 9121

### Re: BLOG

Confirming, that log-in is still necessary to view blog, otherwise you recieve 403 - Forbidden.

Anyways good work! Do you also intend to post some technical stuff there (short articles about some specific topic)?

Sun May 12, 2013 11:08 pm
Forum: General Development
Topic: OpenCL traversal kernel
Replies: 8
Views: 5995

### OpenCL traversal kernel

Hello, first of all, I appologize for posting quite large code! To the topic - I'm running this code with SAH BVH and I'd like to get performance similar to Timo Aila with his traversals in his paper (Understanding the Efficiency of Ray Traversal on GPUs) - I've worked with his code several times al...
Thu Feb 21, 2013 12:26 am
Forum: General Development
Topic: Can't understand Timo Aila's GPU traversal paper
Replies: 16
Views: 7773

### Re: Can't understand Timo Aila's GPU traversal paper

Okay, so let's do simple example - first AoS simple example : float dot(vec4f* a, vec4f* b) { return a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w; } This simple procedure does dot product between 2 vectors, there are though obvious problems. What it actually does - it loads vectors a and b ...
Tue Apr 24, 2012 12:57 am
Forum: General Development
Topic: Csillámtrace - my new graphics engine
Replies: 153
Views: 87333

### Re: Csillámtrace - my new graphics engine

Maybe I'll spam a little bit here, but I think jbikker did a little mistake during computation of MRays/s and cycles... Let's start with the 550M = 24cycles: At 3.4Ghz, 12 cores do 12 * 3.4 * 10^9 cycles = 4.8e10. Divided by 5.5e7 is 872.7, *per ray*, which seems reasonable. We've got 12 * 3.4 * 10^...
Mon Apr 23, 2012 12:28 pm
Forum: General Development
Topic: Sven Woop thesis triangles
Replies: 5
Views: 4693

### Re: Sven Woop thesis triangles

My code for matrix inversion looks like this: friend inline mat4 inverse(const mat4& m) { __m128 f1 = _mm_sub_ps(_mm_mul_ps(_mm_shuffle_ps(m.m3, m.m2, 0xAA), _mm_shuffle_ps(_mm_shuffle_ps(m.m4, m.m3, 0xFF), _mm_shuffle_ps(m.m4, m.m3, 0xFF), 0x80)), _mm_mul_ps(_mm_shuffle_ps(_mm_shuffle_ps(m.m4, ...
Sun Apr 22, 2012 7:40 pm
Forum: General Development
Topic: Sven Woop thesis triangles
Replies: 5
Views: 4693

### Re: Sven Woop thesis triangles

Wow, actually I didn't expect that the author of thesis will reply to me. Thank you. So, you're actually right, my code works (at least in debug mode - I run it through gdb). I've also discovered that when I turn "release" mode and build the exe file, my matrix inversion code is somehow ac...
Sun Apr 22, 2012 1:47 am
Forum: General Development
Topic: Sven Woop thesis triangles
Replies: 5
Views: 4693

### Sven Woop thesis triangles

Hi, could someone who already read and implemented triangles in this thesis just quickly walk through my code - http://www.pasteall.org/31120/cpp - and point me to right direction? :roll: I'm running out of ideas what am I actually doing wrong (and the result is wrong indeed). Thank you. EDIT: So fa...
Thu Apr 19, 2012 9:25 am
Forum: General Development
Topic: Wald triangle -> Standard triangle
Replies: 0
Views: 2292

### Wald triangle -> Standard triangle

Hi,

I can solve the code myself (and I'll most probably give it a try), though my question is, has anyone tried converting walds triangles back to standard ones? Does it worth it, or is it better to store walds triangles along with classically stored ones?