Search found 24 matches

by Vilem Otte
Thu Feb 23, 2012 8:10 am
Forum: General Development
Topic: Speeding up OpenCL BVH
Replies: 6
Views: 7813

Speeding up OpenCL BVH

Recently I decided to accelerate my "realtime" raytracer directly through OpenCL. So, current state now is - 1.8 MRays for 168 triangle scene (on Radeon HD 5470, on my notebook). Having 335 nodes (2n - 1) in a totally balanced trees splitting to equal counts (I'm not even sorting the triangles). The...
by Vilem Otte
Mon Jan 09, 2012 6:47 pm
Forum: General Development
Topic: BVH on GPU
Replies: 2
Views: 6674

Re: BVH on GPU

Thanks for info (especially on thread-locking, It'll help me a lot in next stages of development), the problem was (suprisingly) absolutely elsewhere than I thought (searched) for it. I finally found that it was in place, where I rewritten BVH structure to something more suitable for GPU (e.g. flatt...
by Vilem Otte
Sun Jan 08, 2012 10:38 pm
Forum: General Development
Topic: BVH on GPU
Replies: 2
Views: 6674

BVH on GPU

Hello, I've recently started some serious development in OpenCL and ray-tracing (finally got some time). And I'm pretty much stuck in BVHs on GPUs. I've been using (for quite a long time) CPU version of BVH, and now I'm porting to GPU. So in which state am I - currently I build BVH on CPU and pass i...
by Vilem Otte
Thu Jan 05, 2012 8:08 pm
Forum: General Development
Topic: Texture filtering and cubemap edges
Replies: 1
Views: 3643

Re: Texture filtering and cubemap edges

Though this is not related to ray tracing, I'll answer. So, seams are problem even for standard cubemapping, though you can use this extension in OpenGL (Dunno whats its equivalent in D3D10 though) http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt , or maybe Yasneya's blog on GameDev wi...