Search found 36 matches
- Mon Sep 14, 2015 11:52 pm
- Forum: Visuals, Tools, Demos & Sources
- Topic: OpenSource Brigade 2 alternative?
- Replies: 1
- Views: 7435
OpenSource Brigade 2 alternative?
I'm still working on opensource B2 alternative, almost ready to provide sources. May be someone already did this? :D Here some example render of abouttime scene: YD26DXuFI4o Currently it uses glsl because CUDA can't run on AMD, and Nvidia do not support OpenCL 2.0, so bindless textures is the only w...
- Sat Nov 29, 2014 10:24 am
- Forum: Visuals, Tools, Demos & Sources
- Topic: Direct Light Integration using MIS
- Replies: 11
- Views: 16595
Re: Direct Light Integration using MIS
Very nice, small and understandable source)
- Sun Jul 06, 2014 12:52 pm
- Forum: General Development
- Topic: Realtime Raytracing on an already busy CPU?
- Replies: 8
- Views: 6180
Re: Realtime Raytracing on an already busy CPU?
if I understood correctly they focus on photo-realistic rendering. They split render in two parts, photo-realistic render is other part http://embree.github.io/renderer.html http://embree.github.io/ do only ray traversal and basic shading. And how static nodes fragmented with dynamic ones? I assume...
- Sat Jul 05, 2014 7:07 pm
- Forum: General Development
- Topic: Realtime Raytracing on an already busy CPU?
- Replies: 8
- Views: 6180
Re: Realtime Raytracing on an already busy CPU?
For CPU render try http://embree.github.io/
How you organize your octree? It's single OCL buffer?
How you organize your octree? It's single OCL buffer?
- Thu Feb 27, 2014 11:01 am
- Forum: General Development
- Topic: Implementing a Shader System
- Replies: 13
- Views: 10706
Re: Implementing a Shader System
Ha-ha, I face it many times =) I even fail to make Intel OpenCL debugging, breakpoints is set, but just do not works.papaboo wrote:If one of your rays do something dumb, then they can crash your entire driver, making debugging a nightmare
- Wed Feb 26, 2014 9:23 pm
- Forum: General Development
- Topic: Implementing a Shader System
- Replies: 13
- Views: 10706
Re: Implementing a Shader System
Try this lessons: http://www.scratchapixel.com/lessons/3d ... adiometry/
Also try Intel ispc or OpenCL as alternative to raw SSE.
Also try Intel ispc or OpenCL as alternative to raw SSE.
- Tue Feb 25, 2014 8:05 pm
- Forum: General Development
- Topic: Secondary diffuse bounce much more slower
- Replies: 4
- Views: 5868
Re: Secondary diffuse bounce much more slower
Thanks again for the link, I've found why http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ only 2..2.5x slower: RayGen.cpp->RayGen::randomReflection simulates numSamples diffuse rays from same origin, not real diffuse path segments. I compare it in similar condition - ...
- Sun Feb 23, 2014 5:31 pm
- Forum: General Development
- Topic: Secondary diffuse bounce much more slower
- Replies: 4
- Views: 5868
Re: Secondary diffuse bounce much more slower
Dietger , no, I didn't seen this, thanks. May be it's because of shading, GPU-Z shows 98% CPU load and 10% memory controller load, also it's scene dependent, and even point of view dependent. Event 2.5x already reason to think, we do not need much precise for secondary diffuse bounce, so we can acc...
- Sun Feb 23, 2014 11:34 am
- Forum: General Development
- Topic: Secondary diffuse bounce much more slower
- Replies: 4
- Views: 5868
Secondary diffuse bounce much more slower
I've notice that secondary diffuse bounce + sunray around ~5 times slower than primary diffuse hit + sunray (complex scenes, 1xGTX680). Probably because of rays coherency and cache. Is it normal situation or I do something wrong? If it's true question what to do with it... I have in mind use SVO or ...
- Thu Feb 13, 2014 7:26 pm
- Forum: General Development
- Topic: Hair intersection : approaches ?
- Replies: 16
- Views: 13702
Re: Hair intersection : approaches ?
https://www.shadertoy.com/view/ldsGWB
Here example of complex "not triangle" intersection test.
Here example of complex "not triangle" intersection test.