Yup, thanks a lot! one more thing.
I tried to figure where the weave function is called. This brought me to 2
files - bundle.c and shoot.c. The documentation states that rt_shootray()
is the primary shot coordinator. I guessed that rt_shootray_bundle() (in
bundle.c) does the same, but for several rays (the per ray parallelization
you mentioned). Is this correct?
Best,
Param
On Fri, May 13, 2016 at 5:13 AM Vasco Alexandre da Silva Costa <
vasco.co...@gmail.com> wrote:
> On Thu, May 12, 2016 at 11:22 AM, Param Hanji <param.catchch...@gmail.com>
> wrote:
> ...
>
>> Where does the parallelization occur?
>>
> Currently the parallelization is done per ray. One SIMT thread per ray.
>
>> Do we want several rays to be shot in parallel, or should the
>> construction and evaluation of the CSG tree for a given ray be performed
>> parallelly?
>>
> It's probably easier to exploit the per ray parallelism at this point. So
> the idea would be to construct and the CSG tree once, and then evaluate it
> in parallel for all rays.
>
> Pardon me for not being very clear, but finding things a little hard to
>> grasp at the moment.
>>
> You generate a list of segments for each ray. Then you evaluate those
> segments according to the CSG tree data to determine the final output.
>
> I hope this was clear?
>
> --
> Vasco Alexandre da Silva Costa
> PhD in Computer Engineering (Computer Graphics)
> Instituto Superior Técnico/University of Lisbon, Portugal
>
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