Search found 28 matches

by ziu
Sun Jul 12, 2015 1:57 am
Forum: General Development
Topic: Efficient grid construction source code available (CUDA C++)
Replies: 0
Views: 9369

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: 2982

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: 6196

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: 4106

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: 5099

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: 5099

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: 2425

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...
by ziu
Sat Sep 06, 2014 3:03 pm
Forum: General Development
Topic: rectilinear grids
Replies: 2
Views: 2425

rectilinear grids

Hi, I have been working on rectilinear grid spatial subdivision for quite some time. I got a single-threaded CPU algorithm published at WSCG 2011. The algorithm was devised to be easily portable to parallel machines. Since that time I did a lot of work on creating an OpenCL demo engine based around ...
by ziu
Tue Mar 11, 2014 6:14 pm
Forum: GPU
Topic: OpenCL - ray-triangle intersection
Replies: 5
Views: 5789

Re: OpenCL - ray-triangle intersection

I use the Möller-Trumbore algorithm too. There are faster algorithms for computing if there is an intersection but most of the time you will want to compute the intersection point. There are other algorithms which cache values and require less mathematical operations to compute an intersection but t...
by ziu
Tue Mar 11, 2014 6:07 pm
Forum: General Development
Topic: SBVH - support of different kind of primitives
Replies: 3
Views: 2768

Re: SBVH - support of different kind of primitives

If you want to use the same acceleration structure you can just use a couple of the bits in the primitive index to discriminate between different primitive types. e.g. if you have 4 primitive types you use 2 bits for that. You still would have 30 bits left so you can have scenes with up to 2^30 prim...

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