Search found 21 matches

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: 1465

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: 14119

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: 14119

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...
by ziu
Sun Jul 12, 2015 1:57 am
Forum: General Development
Topic: Efficient grid construction source code available (CUDA C++)
Replies: 0
Views: 8293

Efficient grid construction source code available (CUDA C++)

Hello folks, I presented a paper at CGI'15 about efficient grid construction on GPUs for non-homogeneous scenes where the triangles in the scene have different sizes (e.g. architectural scenes). You can find a copy of the paper here: https://www.academia.edu/13928983/Efficient_Grid_Construction_on_S...
by ziu
Wed Jun 10, 2015 9:32 pm
Forum: General Development
Topic: Intel Acquisition of Altera, good news to CPU raytracing?
Replies: 1
Views: 2512

Re: Intel Acquisition of Altera, good news to CPU raytracing

It's interesting news to a lot of algorithms I am sure. I am kind of doubtful of how this will impact raytracing however. The current GPGPU programming model is flexible enough that you can implement ray-tracing on it but here might be some room for novel optimizations here.
by ziu
Wed Jun 10, 2015 9:20 pm
Forum: General Development
Topic: CPU (real time) raytracing references and articles?
Replies: 8
Views: 4701

Re: CPU (real time) raytracing references and articles?

You can just look at the FLOPS on both kinds of hardware and extrapolate from that. The GPU is never going to be 'orders of magnitude' faster. I have tried running OpenCL code tweaked to both CPU and GPU platforms. I found the performance differences are relative to the difference in peak GFLOPS in ...
by ziu
Wed Jun 10, 2015 8:48 pm
Forum: General Development
Topic: Status of acceleration structures, What did I miss?
Replies: 3
Views: 2974

Re: Status of acceleration structures, What did I miss?

I've been away from Raytracing news for a few years. At that time, kd-trees was the hot topic, then, the Bounding interval hierarchy come with similar? performance.. But now, seems that all my searches lead again to (the old) Bounding Volumes H. What did I miss? Well basically people are using late...
by ziu
Thu Sep 25, 2014 9:43 am
Forum: GPU
Topic: Noise in textures
Replies: 5
Views: 3629

Re: Noise in textures

But what kind of rendering are you doing ? I mean, in a normal path tracer with a proper image reconstruction filter (and many samples per pixel in order to get a noise free image) I never felt the need of texture mapping filtering :?: You are correct of course. Supersampling with a filter would so...
by ziu
Wed Sep 24, 2014 8:11 pm
Forum: GPU
Topic: Noise in textures
Replies: 5
Views: 3629

Noise in textures

Hello, I am using OpenCL which does not support mipmapped textures. So I get all this wonderful weird noise in detailed textures when viewed at some distance. I am also using horrendous bandwith to handle gigantic textures even if they are shrunk to the size of a pixel on the screen. Any suggestions...
by ziu
Mon Sep 08, 2014 12:58 pm
Forum: General Development
Topic: rectilinear grids
Replies: 2
Views: 1450

Re: rectilinear grids

looks very cool :) , just 2 questions, which hardware you are using? (example GTX 780) , and what is the memory consumption for 10 million triangles? I am using a NVIDIA GTX Titan. The memory consumption for the grid acceleration structure for the 1 million triangle Buddha scene is 25 MB (uncompres...

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