Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-26 Thread Vasco Alexandre da Silva Costa
On Thu, Mar 26, 2015 at 6:49 PM, Vasco Alexandre da Silva Costa < vasco.co...@gmail.com> wrote: > Ok. The boolean weaving seems more interesting. Besides being possible to > store similarly to a kd-tree with ropes, like you said, it's also possible > that we can do some sort of static optimization

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-26 Thread Vasco Alexandre da Silva Costa
Ok. The boolean weaving seems more interesting. Besides being possible to store similarly to a kd-tree with ropes, like you said, it's also possible that we can do some sort of static optimization on the logic expressions here. For example if we have an intersection operation and we miss one of the

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-23 Thread Christopher Sean Morrison
On Mar 21, 2015, at 12:55 PM, Vasco Alexandre da Silva Costa wrote: > I looked some more at the code and yeah the weave booleans step is branch > heavy and has gotos in it. So this is most likely a bad candidate for GPU > acceleration since a GPU will have like a quarter of the clockspeed and

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-21 Thread Vasco Alexandre da Silva Costa
On Sat, Mar 21, 2015 at 12:30 AM, Christopher Sean Morrison ... > Something to consider, you could even propose *only* focusing on this > aspect for GSoC. What I mean is that you could spend time restructuring > the rt dispatch logic, which is something like > forAllPixels->shootOneRay->traverse

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-21 Thread Christopher Sean Morrison
On Mar 21, 2015, at 10:11 AM, Vasco Alexandre da Silva Costa wrote: > On Sat, Mar 21, 2015 at 7:19 AM, Christopher Sean Morrison > wrote: > > If a callout is warranted in the schedule, there should be several instances > of “test, debug, document” throughout your timeline, but still not one

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-21 Thread Vasco Alexandre da Silva Costa
On Sat, Mar 21, 2015 at 7:19 AM, Christopher Sean Morrison wrote: > > If a callout is warranted in the schedule, there should be several > instances of “test, debug, document” throughout your timeline, but still > not one big 2.5 week one at the end. That’d be breadth-first > waterfall-style cle

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-21 Thread Christopher Sean Morrison
On Mar 20, 2015, at 11:29 PM, Vasco Alexandre da Silva Costa wrote: > I see. Then I need to examine this part better and propose a plan focused on > this. I only have CS grad student like knowledge of CSG since most of my > experience in RT is with acceleration structures and ray processing s

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-20 Thread Vasco Alexandre da Silva Costa
On Sat, Mar 21, 2015 at 12:30 AM, Christopher Sean Morrison wrote: ... > This may be a large task, possibly the bulk of your timeframe, as boolean > weaving is one of the most complex aspects in BRL-CAD. Understanding it is > almost certainly going to take you some time. However, you’ll probabl

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-20 Thread Christopher Sean Morrison
On Mar 20, 2015, at 7:17 PM, Vasco Alexandre da Silva Costa wrote: > I came up with this tentative work plan for improving the OpenCL (CL) RT code > on BRL-CAD: Excellent! > - Hook into shot and db load routines (hooks disabled by default) in order to > capture ellipsoid primitives and shot

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-20 Thread Vasco Alexandre da Silva Costa
Hello, I came up with this tentative work plan for improving the OpenCL (CL) RT code on BRL-CAD: - Hook into shot and db load routines (hooks disabled by default) in order to capture ellipsoid primitives and shots into the CL side. Get familiar with these top level interfaces of the code. (2 week

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-06 Thread Christopher Sean Morrison
On Mar 6, 2015, at 12:58 PM, Vasco Alexandre da Silva Costa wrote: > You seem to be assuming BRL-CAD triangulates the NURBS surfaces before the > ray-tracing step but I am not sure that is what they are doing. That is most definitely not what we do. > If you want to work on that check out th

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-06 Thread Christopher Sean Morrison
On Mar 6, 2015, at 12:03 PM, benson chepkwony wrote: > Since this subject talks about "Performance" I was going to ask: > 1. First do you have/carry BrlCad with Manual Guide or a Guide book? Unclear question… try these: http://en.flossmanuals.net/contributors-guide-to-brl-cad/ Also, our HACKIN

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-06 Thread Vasco Alexandre da Silva Costa
On Fri, Mar 6, 2015 at 5:03 PM, benson chepkwony wrote: > 3. Can we Modify/Edit these libraries such as: OpenCL, Opennurbs and > Rhino3D folks or should we write a ray tracer from scratch, let say if we > need to optimize it? > 4. Is NURBS used to find ray intersection on objects? and what about

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-06 Thread benson chepkwony
You mentioned that: "There is some OpenCL prototype code in there for testing intersections with ellipsoids. But this kind of architecture is not going to work performance wise. It is allocating buffers and sending geometry data to the device (GPU or whatever) on every single ray/primitive inter

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-05 Thread Christopher Sean Morrison
On Mar 5, 2015, at 9:27 AM, Vasco Alexandre da Silva Costa wrote: > I see. But double precision floating point math is a lot slower than single > precision on certain architectures like the lower end NVIDIA cards. e.g. the > GeForce GTX 780 Ti has 5048 SP GFLOPS but only 210 DP GFLOPS. Even o

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-05 Thread Vasco Alexandre da Silva Costa
On Thu, Mar 5, 2015 at 6:24 AM, Christopher Sean Morrison wrote: > > Astute observations. The OpenCL code was intentionally structured that > way, not at all for performance obviously, but so we could perform a 1-1 > comparison to validate that the implementation behavior was correct. Our > lib

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-04 Thread Christopher Sean Morrison
On Mar 4, 2015, at 6:06 PM, Vasco Alexandre da Silva Costa wrote: > I have been reading the 'librt' source code. Excellent! > There is some OpenCL prototype code in there for testing intersections with > ellipsoids. But this kind of architecture is not going to work performance > wise. It i

Re: [brlcad-devel] Real-Time Ray Tracing

2015-03-04 Thread Vasco Alexandre da Silva Costa
Hello, I have been reading the 'librt' source code. There is some OpenCL prototype code in there for testing intersections with ellipsoids. But this kind of architecture is not going to work performance wise. It is allocating buffers and sending geometry data to the device (GPU or whatever) on eve

Re: [brlcad-devel] Real-Time Ray Tracing

2015-02-18 Thread Christopher Sean Morrison
On Feb 19, 2015, at 12:14 AM, Vasco Alexandre da Silva Costa wrote: > I was reading your mailing-list archives and noticed you guys are interested > in a real-time RT visualization mode. I am currently doing my PhD on that > topic and it just so happens that I ended up bumping into BRL-CAD. I

[brlcad-devel] Real-Time Ray Tracing

2015-02-18 Thread Vasco Alexandre da Silva Costa
Hello, I was reading your mailing-list archives and noticed you guys are interested in a real-time RT visualization mode. I am currently doing my PhD on that topic and it just so happens that I ended up bumping into BRL-CAD. I have not made a code review to see what needs to be done. AFAIK BRL-CAD