 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
nemesis wrote:
> Sabrina Kilian escreveu:
>> nemesis wrote:
>> Right, they bring a dramatic speed increase to other systems and
>> programs, so you THINK they will here as well. Prove it, or wait.
>
> I would think pov-ray's triangle handling to be similar to that of other
> raytracers but if that's not the case, I'll just wait for your word on
> it, sweetie.
How do you suggest that the ray-tracing part separates the object that
it intersects? Without a complete overhaul, it will have to support all
of the objects that POV-Ray supports. Otherwise, you have to decide at
the time the ray hits an object whether you process that on the GPU or
CPU. Then, what do you gain by offloading just the triangle and sphere
code to the GPU?
>> Depends on the card, again. If the card is only offering double or
>> triple the FLOPs of the FPU/CPU, then the speed loss by faking it in
>> software will not be better. Wide range of hardware, remember?
>
> Wide range of hardware has never prevented povray running on low-end
> hardware or super-duper minicomputers. Users never complained of the
> vastly different speeds.
Super computers are not in the same hands as higher end video cards. The
range of cards that run GPGPU type code is pretty staggering compared to
the range of CPUs on the market right now. You trust the compilers and
alpha libraries to work properly, I do not.
> So you'll be targetting CUDA? It's not cross-platform as OpenCL,
> although much more mature for now.
I will be shooting for either one, depending on which I like the syntax
of better. And which one is better documented. CUDA is mature, I have an
available card and several people with different cards available to test
on. OpenCL would be better for the long term, but a quick look over some
specs suggested that OpenCL might not be able to take advantage of the
shared system memory.
More memory, less chance to see the memory bound errors on my alpha
code. And then reducing that available resource in chucks will let me
start seeing where I can make other improvements.
>> If you happen to have a computer with a high end GPU that I can run
>> comparison benchmarks on, great. Otherwise, my development time will be
>> limited to how often I can ship code off to friends and get benchmarks
>> and profiles.
>
> sadly, I'm already an old wig with a Q6600 and a cheap nvidia card (9400
> GT if I remember correctly).
Perfect, that card has even fewer stream processors than mine; You just
volunteered.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
nemesis wrote:
> A path tracer sports physically correct rendering,
Well, maybe "closer to physically correct rendering". Let me know when you
have a ray tracer that supports creating diffraction gratings without cheating.
--
Darren New, San Diego CA, USA (PST)
Forget "focus follows mouse." When do
I get "focus follows gaze"?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Sabrina Kilian wrote:
> How do you suggest that the ray-tracing part separates the object that
> it intersects? Without a complete overhaul, it will have to support all
> of the objects that POV-Ray supports. Otherwise, you have to decide at
> the time the ray hits an object whether you process that on the GPU or
> CPU. Then, what do you gain by offloading just the triangle and sphere
> code to the GPU?
How about this: a -gpu flag to povray? People turn it on when they
want to indicate a complete mesh-only scene to be run on GPU. The
parser then simply ignores whatever other povray primitives are there.
> Perfect, that card has even fewer stream processors than mine; You just
> volunteered.
Then I'll be glad to help. Just tell me wherever setups or installs I
need to do when you're ready.
now tell me: please say you're a hottie german blondie and not a fat
old fart! :D
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Darren New wrote:
> nemesis wrote:
>> A path tracer sports physically correct rendering,
>
> Well, maybe "closer to physically correct rendering".
yes. In any case, I was pointing to andrel is that it's using the GPU
power to raytrace with a typical raytracing algorithm, not using any
fake scanline game tech.
> Let me know when
> you have a ray tracer that supports creating diffraction gratings
> without cheating.
perhaps this:
http://en.wikipedia.org/wiki/Photon_tracing
the most realistic render ever:
http://www.cpjava.net/soupImages/soup_one.png
took 100 Sun SparcStation1s 1 month back in 1991 to generate the most
expensive (but beautiful) cornell box of sorts ever! :D
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Darren New <dne### [at] san rr com> wrote:
> nemesis wrote:
> > A path tracer sports physically correct rendering,
> Well, maybe "closer to physically correct rendering". Let me know when you
> have a ray tracer that supports creating diffraction gratings without cheating.
I won't consider a renderer "physically correct" until you create a
scene to replicate the double-slit experiment and the renderer gives the
correct image.
--
- Warp
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Warp wrote:
> Darren New <dne### [at] san rr com> wrote:
>> nemesis wrote:
>>> A path tracer sports physically correct rendering,
>
>> Well, maybe "closer to physically correct rendering". Let me know when you
>> have a ray tracer that supports creating diffraction gratings without cheating.
>
> I won't consider a renderer "physically correct" until you create a
> scene to replicate the double-slit experiment and the renderer gives the
> correct image.
light transport is hard enough without taking in consideration light's
dual nature. :P
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
nemesis wrote:
> Sabrina Kilian wrote:
>> How do you suggest that the ray-tracing part separates the object that
>> it intersects? Without a complete overhaul, it will have to support all
>> of the objects that POV-Ray supports. Otherwise, you have to decide at
>> the time the ray hits an object whether you process that on the GPU or
>> CPU. Then, what do you gain by offloading just the triangle and sphere
>> code to the GPU?
>
> How about this: a -gpu flag to povray? People turn it on when they
> want to indicate a complete mesh-only scene to be run on GPU. The
> parser then simply ignores whatever other povray primitives are there.
>
Considering I got stuck writing the parser in every undergrad class I
had, I am going with no. Maybe as a last resort.
> now tell me: please say you're a hottie german blondie and not a fat
> old fart! :D
Neither.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
andrel wrote:
> On 14-1-2010 16:54, nemesis wrote:
>>>> dear. ;)
>>>
>> sweetie.
>>
>> darling.
>
> It is a good practice on the internet to assume that anyone that has a
> female sounding name is in fact an overweight 70 YO male.
That is actually good practice for the internet in general. ;-)
You had to go and call him on it. I was just going to let him keep
digging. Strangely, I was told by another povray local at an informal
meeting in NYC, that he assumed Sabrina was just another strange
sounding masculine European name.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Sabrina Kilian wrote:
> nemesis wrote:
>> now tell me: please say you're a hottie german blondie and not a fat
>> old fart! :D
>
> Neither.
http://www.myspace.com/cannibalporn
ZOMG, your teh cute! :D
kiddin... ^^;
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
nemesis wrote:
>
> http://www.myspace.com/cannibalporn
>
> ZOMG, your teh cute! :D
>
>
> kiddin... ^^;
Just a few years back, the only Sabrina Kilian on google was a russian
ice skater. Now, wow, my name has become popular.
But no, not me.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |