Search found 28 matches

by ziu
Sat Jun 24, 2017 4:28 am
Forum: GPU
Topic: Irregular grids
Replies: 8
Views: 2037

Re: Irregular grids

I dunno. The data structure itself looks the same as EXCELL to me. I think the summary I provided above, with snippets of prior literature, made the similarities quite clear. You mention that in your data structure "cells overlap each other" but this is not the case in the example color fi...
by ziu
Thu Jun 15, 2017 11:38 am
Forum: Visuals
Topic: My First Spectral rendering
Replies: 5
Views: 1776

Re: My First Spectral rendering

Since we're talking secondaries here, did you guys notice this article? "Building an Orthonormal Basis, Revisited"; Tom Duff, James Burgess, Per Christensen, Christophe Hery, Andrew Kensler, Max Liani, and Ryusuke Villemin: http://jcgt.org/published/0006/01/01/paper.pdf It describes a fast...
by ziu
Thu Jun 08, 2017 5:05 pm
Forum: GPU
Topic: Irregular grids
Replies: 8
Views: 2037

Re: Irregular grids

Following up the discussion from the "glitch pictures" thread: As with the Nemoto & Omachi and the Macro-regions paper, the resulting acceleration structures are indeed very similar, but not the same. You certainly have a point criticizing how the paper is positioned, but our view on ...
by ziu
Wed Jun 07, 2017 3:55 am
Forum: GPU
Topic: Irregular grids
Replies: 8
Views: 2037

Re: Irregular grids

Hey, That was a really interesting publication! You have, what seems to me, to be excellent rendering performance. Still it would be interesting to profile your build times to see where are the bottlenecks in the algorithm for each scene. You can probably easily get this data off something like nvpr...
by ziu
Wed Jun 07, 2017 12:22 am
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 75
Views: 79275

Re: Glitch Pictures anyone?

The Nemoto & Omachi and Taranta et al. citations are certainly an oversight on our side, thanks for pointing this out. I was not aware of the first paper, and have no excuse for forgetting to cite the Macro/Micro regions papers. When writing the paper, we considered positioning the paper only a...
by ziu
Fri May 19, 2017 7:08 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 75
Views: 79275

Re: Glitch Pictures anyone?

Looking good! I might give this a try myself :). Are you looking at: http://www.kalojanov.com/data/irregular_grid.pdf ? That is an interesting paper! While it does have some similarities to macro-regions it looks a lot more similar to this old algorithm that dynamically increases and decreases the ...
by ziu
Wed May 17, 2017 5:17 am
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 75
Views: 79275

Re: Glitch Pictures anyone?

Trying to implement 'Irregular grids'. Almost there. :) Heh. I have seen much worse than that. In case you need someone to talk with about this we published a couple of articles on gpgpu rectilinear grids some time back. If you eventually publish something with grids I would be interested to look a...
by ziu
Thu Apr 06, 2017 9:39 am
Forum: General Development
Topic: Intersection of ray with quadric surface for hobby ray tracer
Replies: 6
Views: 3007

Re: Intersection of ray with quadric surface for hobby ray tracer

BRL-CAD has OpenCL code for quite a lot of primitives: https://svn.code.sf.net/p/brlcad/code/brlcad/trunk/src/librt/primitives/ We are still working on porting primitives over but this is what we have already: ⋅  an equation solver (solves quartic, cubic, and quadric equations). ⋅&nbs...
by ziu
Wed Sep 02, 2015 11:09 am
Forum: General Development
Topic: pbrt-v3 source code now available
Replies: 23
Views: 16291

Re: pbrt-v3 source code now available

I did a change to the code. I had issues with some scenes with abnormal bounding boxes (too small) blowing up the program by triggering this assert : Assert(centroidBounds.pMax[dim] != centroidBounds.pMin[dim]); https://github.com/mmp/pbrt-v3/blob/master/src/accelerators/bvh.cpp#L527 So I changed th...
by ziu
Fri Aug 14, 2015 8:44 pm
Forum: General Development
Topic: pbrt-v3 source code now available
Replies: 23
Views: 16291

Re: pbrt-v3 source code now available

Thanks a lot for the code Matt! I have been using the CPU HLBVH builder code and been throwing all test scenes at it and so far it seems to be holding ok. I only had an issue with scenes where I had infinite size primitives (e.g. half-spaces in an extension I added) so I ended up removing those prio...

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