On 23.03.2010 16:15, Christian Van Brussel wrote:
> - you are talking about multi-threading the lighting process. It seems to
> me that it is better to parallelize the process on the GPU instead of the
> multi-cores CPU. I'm not sure whether it is better to do it through some
> shaders or CUDA/OpenCL (which are not yet supported by all graphic cards).

Some thoughts:
- This is IMO better fitting for CUDA/OpenCL than OpenGL shaders: it
fits better into lighter2's "no actual rendering" approach.
- Isn't OpenCL intended to blur between GPU and CPU processing, anyway?
That would take care of the multi-core vs GPU acceleration question anyway.
- The problem could also be approached on a conceptual level: at the
base, the currently serial lighting has to be turned into a processing
of distinct, independent chunks. Once that is done, with correct
abstraction it would arguably be possible to later add alternative
processing implementations, eg "classic" threads in addition to OpenCL
or vice versa.
- For OpenCL, keep in mind that lighter2 should keep working even if
OpenCL is not available! (Implementations only start to pop up now, so
this is a very real possibility.) With this is mind, an approach like
"flexible design, CPU/multi-core first, GPU/OpenCL later" might be most
desireable.

Hmm. This starts to look complicated. Networking is beyond the scope of
any SoC project to start with... but even "simple" parallelization
doesn't seem so simple any more. Taking all what I said above into
consideration makes lighter2 parallelization a project on it's own
merits, it certainly seems to be out of proportion as an "appendix" to
photon lighting.

With the specific application in question, points 1,2,4,5,6 without 3
seem more than plenty for a project. They all fit nicely under an
umbrella of "improved lighting with photon mapping". I'd rather see
quality in implementation(+ results ;) than a quantity of features.

-f.r.

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