Search found 23 matches

by ziu
Fri May 19, 2017 7:08 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 72
Views: 70456

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, yes, it does have some similarities to macro-regions it looks a lot more similar to an old algorithm I read once (see link below). That partic...
by ziu
Wed May 17, 2017 5:17 am
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 72
Views: 70456

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: 1752

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: 14397

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: 14397

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: 8361

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: 2545

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: 4802

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: 3033

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: 3788

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...

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