[My reponse here is kind of off-topic for Julia, but on graphics..] Similar to other GPU/OpenGL wrapper stuff for Julia I've seen, is the overhead low, as in 0% or low single digits?
On Thursday, September 24, 2015 at 11:04:41 AM UTC, Simon Danisch wrote: > > Well, Julia is not directly at work here and its not really about ray > tracing ;) > Now I'm a little confused.. At first I didn't look to closely, just at the pictures.. Are you saying this is just for shaders and the OpenGL paradigm is still used only allowing you to embed a ray tracer as one option in a shader? To you still then have to take care of no overdraw and get the right triangles to paint? E.g. not work in screenspace? > You need to write the shader in GLSL > <https://en.wikipedia.org/wiki/OpenGL_Shading_Language>, which is more > C-like. > That said, I'm pretty sure that the ray tracing examples are faster than > most of the ray tracing examples listed in the links. > It runs even on on-board GPU's in real time. > I have a crappy GPU so can't confirm, but find this hard to believe.. E.g. here, from this year they say interactive: http://blogs.nvidia.com/blog/2015/03/19/ray-tracing-death-ray/ E.g. good enough for graphics people, but last cool tech demo I looked at showed graphics breaking up and took several frames to get right after the movement stopped. If/when you get true real-time ray-tracing (a few years back, there where specialized chips/boards/APIs for it) on regular GPUs, the older paradigm is dead (it has higher time complexity). Then it is only a matter of time until the low end chips can do real-time also. For a time, at least, both old style, and ray-tracing, needs to be supported in the same chips, as the regular public will not buy specialized chips (or both!) or you would have a chicken and egg situation. The algorithms allow only for very limited ray tracing, but work nicely on > the GPU. > Still cool if this is the state of the art, and even with Julia. -- Palli. > > Am Donnerstag, 24. September 2015 01:21:16 UTC+2 schrieb Simon Danisch: >> >> Hi, >> you want to try out GPU accelerated ray tracing? You want some quick and >> easy start for GPU accelerated fractal rendering? >> You can do this quite easily now! >> ShaderToy <https://github.com/SimonDanisch/ShaderToy.jl> allows you to >> only specify a fragmentshader, which is an OpenGL program which can execute >> arbitrary code per pixel(fragment). >> Its based on GLVisualize and basically the Julia native version of: >> https://www.shadertoy.com/ >> I copied a few examples to get you started. Just click on the gifs in the >> README to see the fragment shader that produced the image. >> The installation is still a little bit wonky, but should mostly work if >> the script executes without error. >> If it doesn't work, please open an issue. This will help me to make the >> release of GLPlot and GLVisualize a lot smoother! >> >> Best, >> Simon >> >