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 vasco.co...@gmail.com 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

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 vasco.co...@gmail.com 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

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 vasco.co...@gmail.com wrote: On Sat, Mar 21, 2015 at 7:19 AM, Christopher Sean Morrison brl...@mac.com wrote: If a callout is warranted in the schedule, there should be several instances of “test, debug, document” throughout

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 brl...@mac.com ... 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

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 brl...@mac.com 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

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 vasco.co...@gmail.com 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

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 brl...@mac.com 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,

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

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 bchepk...@att.net 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?

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 vasco.co...@gmail.com 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

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 vasco.co...@gmail.com 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

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 brl...@mac.com 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.

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 vasco.co...@gmail.com 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

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 vasco.co...@gmail.com 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