Search found 47 matches

by szellmann
Thu Dec 08, 2016 10:37 am
Forum: General Development
Topic: Multiple Textures CUDA/OpenCL
Replies: 8
Views: 10973

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: 20096

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: 7509

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: 10249

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: 14477

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: 14477

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: 90899

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.
by szellmann
Mon Jun 06, 2016 9:35 am
Forum: Tools, Demos & Sources
Topic: Visionaray Ray Tracing Framework
Replies: 11
Views: 22342

Re: Visionaray Ray Tracing Framework

Visionaray now supports multi-hit ray/object traversal. Check out the example program: https://youtu.be/wv8ZkVoHtDw https://github.com/szellmann/visionaray/wiki/More-examples https://github.com/szellmann/visionaray/tree/master/src/examples/multi_hit The multi-hit feature is of course not restricted ...
by szellmann
Thu Mar 17, 2016 11:11 am
Forum: Tools, Demos & Sources
Topic: Visionaray Ray Tracing Framework
Replies: 11
Views: 22342

Re: Visionaray Ray Tracing Framework

Take a look at the new Visionaray multi-volume rendering example: https://youtu.be/aMRb3LJzgXs https://github.com/szellmann/visionaray/tree/master/src/examples/multi_volume https://github.com/szellmann/visionaray/wiki/More-examples The example program shows a more complex kernel - "SciVis"...
by szellmann
Thu Oct 29, 2015 8:14 am
Forum: General Development
Topic: Basic question: material that will change the normal
Replies: 3
Views: 6311

Re: Basic question: material that will change the normal

You should keep a copy of the surface real geometric normal along side and use that to displace the starting position of rays to avoid self-intersection. Keeping the geometry normal around is good advice in general, because that's the one you need to determine if you process a "back-face"...

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