You may have noticed the new simulation nodes i am currently working on ( http://phonybone.planetblender.org/ ). Until now i didn't really pay attention to OpenCL, in fact i even made my own multithreaded batch processing system for object data like vertices and particles. Yesterday i took a closer look at what OpenCL can actually do and i have to say i'm quite intrigued now :) Coding the node execution process is just one half of the journey, currently i am working on further improvements of ui features. When that is done i definitely want to give OpenCL a try and such a general framework could be very helpful.
Cheers Lukas On Tue, Aug 24, 2010 at 7:18 PM, Jeroen Bakker <[email protected]> wrote: > Hi all > > I have been experimenting with OpenCL and are planning a basic framework > to support it in Blender. > > main features are: > * OpenCL is disabled by default, CPU fall-back must ALWAYS be > available. OpenCL can be enabled with command-line parameter > * Compiler directive to completely disable OpenCL in Blender. > * Basic implementation to access and use GPU-devices > * I am not targeting the blender-render, but other time-consuming > processes (fluids, node systems etc) > > I think this matches the basic blender principles: > * can work on standard home PC's > * blender installation is unzipping an zip > > Are other people also busy with this subject? > > Best regards, > Jeroen > > http://wiki.blender.org/index.php/User_talk:Jbakker > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
