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by szellmann
Fri Dec 30, 2016 1:05 am
Forum: Tools, Demos & Sources
Topic: Visionaray Ray Tracing Framework
Replies: 11
Views: 23008

Re: Visionaray Ray Tracing Framework

It's christmas holidays, and so I had a little fun compiling Visionaray for my new Raspberry PI 3: https://youtu.be/7bJTEmdlT2Y I haven't done anything special but applying some tiny compile fixes for this architecture, so there's no optimizations yet. I'm just porting the SIMD math lib to ARM NEON....
by szellmann
Mon Dec 12, 2016 3:46 pm
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 11457

Re: Multiple Textures CUDA/OpenCL

I used tiles/bricks, used morton curves and my texturing functions also support SoA access w/ SSE and AVX. Of course the outcome of the tests depends on overall coherence. Baseline was that linear filtering had a significant impact when texturing was emulated, while there was virtually no difference...
by szellmann
Mon Dec 12, 2016 8:17 am
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 11457

Re: Multiple Textures CUDA/OpenCL

In my personal experience the __global char* approach is very fast even if it's not hardware accelerated. I'm curious, what difference in latency do you actually observe when comparing nearest neighbor vs. linear filtering. My rt lib has a dedicated CPU API where you can call texture access "i...
by szellmann
Thu Dec 08, 2016 10:37 am
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 11457

Re: Multiple Textures CUDA/OpenCL

From CUDA 6.0 or so onwards, and on Kepler and newer, you can use texture objects. I'd guess that they are quite efficient, just as bindless textures in OpenGL are. You can have a dynamic number of texture objects / can pass a list (e.g. thrust::device_vector) of texture objects to the kernel. For l...
by szellmann
Wed Aug 31, 2016 10:54 am
Forum: Visuals
Topic: GPU VCM
Replies: 30
Views: 21487

Re: GPU VCM

Edit: seems like there is no problem with the handedness after all, but rather with me not properly understanding tangent space :) Sorry for capturing the thread, this errant is unrelated.. @atlas: The method in the paper is especially nice because it is SIMD/SoA vector friendly. With conventional m...
by szellmann
Mon Jul 11, 2016 9:12 am
Forum: General Development
Topic: Map OpenGL depth buffer in CUDA kernel
Replies: 0
Views: 7796

Map OpenGL depth buffer in CUDA kernel

I'm cross-posting a question I already asked on the Nvidia developer forums https://devtalk.nvidia.com/default/topic/948593/cuda-programming-and-performance/map-opengl-depth-buffer-in-cuda-kernel/. I thought that maybe someone here might have had similar problems in the past and would share his or h...
by szellmann
Fri Jul 01, 2016 8:01 pm
Forum: Tools, Demos & Sources
Topic: Direct Light Integration using MIS
Replies: 11
Views: 10788

Re: Direct Light Integration using MIS

Great shader!
by szellmann
Fri Jun 24, 2016 8:40 am
Forum: Data Sets
Topic: Chess set
Replies: 4
Views: 14862

Re: Chess set

Ah, thanks for the link, now I have a better understanding of the CC licenses.

So CC BY-NC 2.0 it is.

I'm a bit hesitant about uploading to a 3D repo because I feel that my "art" is not particularly fit for anything but testing CG algorithms. But I might consider :-)
by szellmann
Thu Jun 23, 2016 2:05 pm
Forum: Data Sets
Topic: Chess set
Replies: 4
Views: 14862

Chess set

I made me a chess set obj model for testing my rendering library and thought I'd share:
https://github.com/szellmann/models/

Btw. does anyone know a good license for 3D content (non-commercial use only)?
by szellmann
Mon Jun 20, 2016 2:35 pm
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 75
Views: 94124

Re: Glitch Pictures anyone?

https://youtu.be/DrEkr1PJIDs

Glitch starts at sec. 14 where the path tracer tries to converge while the scene data changes. Found this "effect" especially interesting with the animation moving this particular way.

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