POV-Ray : Newsgroups : povray.programming : OpenGL's "Compute Shader" System Server Time
14 Mar 2025 05:01:39 EDT (-0400)
  OpenGL's "Compute Shader" System (Message 1 to 8 of 8)  
From: Rubber Telly Media
Subject: OpenGL's "Compute Shader" System
Date: 21 Jan 2025 03:25:00
Message: <web.678f59d2401a188884b8f71ed53c51f0@news.povray.org>
Has anyone looked at the OpenGL "Compute Shader" System?

It's being used for parallel processing of particle system simulations.


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From: yesbird
Subject: Re: OpenGL's "Compute Shader" System
Date: 22 Jan 2025 13:25:52
Message: <67913830$1@news.povray.org>
On 21/01/2025 11:24, Rubber Telly Media wrote:
> Has anyone looked at the OpenGL "Compute Shader" System?
> 
> It's being used for parallel processing of particle system simulations.
> 
Hi,

although this question has no relation to POV-Ray I will reply, that at
present time I am working with Three.js and have a some shader-related
projects here: https://yesbird.online

As to particles, I suggest to look at this example: 
https://threejs.org/examples/?q=particles#webgpu_tsl_compute_attractors_particles

Happy shading !
--
YB


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From: Ilya Razmanov
Subject: Re: OpenGL's "Compute Shader" System
Date: 23 Jan 2025 02:59:25
Message: <6791f6dd@news.povray.org>
On 22.01.2025 21:25, yesbird wrote:
> although this question has no relation to POV-Ray I will reply, that at
> present time I am working with Three.js and have a some shader-related
> projects here: https://yesbird.online
> 

Well, one may expect you to port POVRay to js and thus make questions 
related ;-)

-- 
Ilyich the Toad
https://dnyarri.github.io/


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From: yesbird
Subject: Re: OpenGL's "Compute Shader" System
Date: 23 Jan 2025 10:16:54
Message: <67925d66$1@news.povray.org>
On 23/01/2025 10:59, Ilya Razmanov wrote:
> Well, one may expect you to port POVRay to js and thus make questions 
> related ;-)
> 

)))
First step is already done here: https://povlab.yesbird.online.

While in SDL2 discussion jr votes for Tcl-like approach, I'd like to
see JS/Typescript and JSON in next generation of SDL as they are simple,
flexible and very popular.
--
YB


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From: jr
Subject: Re: OpenGL's "Compute Shader" System
Date: 24 Jan 2025 06:05:00
Message: <web.6793736a9ca26af9f3dafc4d6cde94f1@news.povray.org>
hi,

yesbird <sya### [at] gmailcom> wrote:
> On 23/01/2025 10:59, Ilya Razmanov wrote:
> > Well, one may expect you to port POVRay to js and thus make questions
> > related ;-)
> ...
> While in SDL2 discussion jr votes for Tcl-like approach, I'd like to
> see JS/Typescript and JSON in next generation of SDL as they are simple,
> flexible and very popular.

sorry, didn't mean to confuse, I must have put it poorly.  yes, I'd vote :-) for
a Tcl-like, transparent to the end-user, compilation of the SDL.  but if there
emerges a design based on a virtual machine rendering "backend", any language
will need to provide instructions for that, and we could see more than one of
the "traditional" scripting languages "extended" perhaps to emit "our"
byte-code.


regards, jr.


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From: yesbird
Subject: Re: OpenGL's "Compute Shader" System
Date: 24 Jan 2025 07:48:32
Message: <67938c20$1@news.povray.org>
On 24/01/2025 14:03, jr wrote:
> sorry, didn't mean to confuse, I must have put it poorly.  yes, I'd vote :-) for
> a Tcl-like, transparent to the end-user, compilation of the SDL.  but if there
> emerges a design based on a virtual machine rendering "backend", any language
> will need to provide instructions for that, and we could see more than one of
> the "traditional" scripting languages "extended" perhaps to emit "our"
> byte-code.

Thanks for correction. Really, LLVM - based parser could link POV-Ray
with many other languages.
--
YB


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From: Rubber Telly Media
Subject: Re: OpenGL's "Compute Shader" System
Date: 10 Mar 2025 09:10:00
Message: <web.67cee0929ca26af94a7e8a34d53c51f0@news.povray.org>
yesbird <sya### [at] gmailcom> wrote:
> On 24/01/2025 14:03, jr wrote:
> > sorry, didn't mean to confuse, I must have put it poorly.  yes, I'd vote :-) for
> > a Tcl-like, transparent to the end-user, compilation of the SDL.  but if there
> > emerges a design based on a virtual machine rendering "backend", any language
> > will need to provide instructions for that, and we could see more than one of
> > the "traditional" scripting languages "extended" perhaps to emit "our"
> > byte-code.
>
> Thanks for correction. Really, LLVM - based parser could link POV-Ray
> with many other languages.
> --
> YB

Okay, apparently www.vulkan.org is another option for GPU programming, OpenGL is
supposed to be a bit heavy for Simple GPU programming.

But with Tens of Thousands of Floating-Point GPU Cores in your standard GPU, it
appears silly to be still using 4 to 16 CPU cores that suck at maths. CPUs are
well known for screwing up Floating-Point Maths (1.0+2.0=3.2 lol).

Oh and GLSL looks a lot like C Language. With a main that gets called for each
pixel by the cores, in a batch fashion...

Thank you, YouTube...I cannot find the original video; it appears to have been
taken down. But there are plenty on there still...


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From: Bald Eagle
Subject: Re: OpenGL's "Compute Shader" System
Date: 10 Mar 2025 09:30:00
Message: <web.67cee8e29ca26af93bc22bca25979125@news.povray.org>
"Rubber Telly Media" <rub### [at] gmailcom> wrote:
> Has anyone looked at the OpenGL "Compute Shader" System?
>
> It's being used for parallel processing of particle system simulations.

Having used Shadertoy, and converted many of the concepts of functional
programming to the generation of pigment {} patterns, I have a basic
understanding of how that works.

POV-Ray defines mathematical primitives and uses a ray-tracing approach.

The algorithms for object "detection", lighting, shadowing, etc. would likely
differ greatly, and so the entire WAY that these things would need to be
accomplished would have to be started from scratch to utilize the GPU in this
fashion.
If it could be done at all.
I'm not saying that it can't.  They are just fundamentally different ways of
doing things.

There are phrases and concepts in different (human) languages that simply can't
be adequately expressed in other languages.

Presumably this holds true for computer languages as well.

https://news.povray.org/povray.advanced-users/thread/%3Cweb.659879b9cca34dee1f9dae3025979125%40news.povray.org%3E/

https://www.shadertoy.com/

 -BE


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