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From: Chambers
Subject: Re: Paralel GPU processor support for Nvidia CUDA architecture
Date: 12 Dec 2009 12:58:06
Message: <4b23d9ae$1@news.povray.org>
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JAppleyard wrote:
> People are doing raytracing on CUDA already
With fixed recursion levels. Not good enough.
...Chambers
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From: Kevin Wampler
Subject: Re: Paralel GPU processor support for Nvidia CUDA architecture
Date: 12 Dec 2009 13:34:22
Message: <4b23e22e$1@news.povray.org>
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Chambers wrote:
> JAppleyard wrote:
>> People are doing raytracing on CUDA already
>
> With fixed recursion levels. Not good enough.
Although I don't really think it's worth the POV-team's limited time
working on it, raytracing with limited recursion levels (and maybe other
restrictions) on the GPU could be very useful for fast lower-quality
renders used while modeling a scene -- similar to the current Quality=n
setting.
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From: Warp
Subject: Re: Paralel GPU processor support for Nvidia CUDA architecture
Date: 12 Dec 2009 13:51:44
Message: <4b23e640@news.povray.org>
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Kevin Wampler <wam### [at] uwashingtonedu> wrote:
> Although I don't really think it's worth the POV-team's limited time
> working on it, raytracing with limited recursion levels (and maybe other
> restrictions) on the GPU could be very useful for fast lower-quality
> renders used while modeling a scene -- similar to the current Quality=n
> setting.
It's not only about the quality of the rendering (in other words,
whether you could express all the textures, media and lighting features
of POV-Ray in CUDA), but also whether you can trace all POV-Ray primitives
with CUDA. Can you, for example, trace isosurfaces, the poly object or the
julia object with CUDA (even the next generation one)?
--
- Warp
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From: Kevin Wampler
Subject: Re: Paralel GPU processor support for Nvidia CUDA architecture
Date: 12 Dec 2009 18:02:03
Message: <4b2420eb$1@news.povray.org>
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Warp wrote:
> It's not only about the quality of the rendering (in other words,
> whether you could express all the textures, media and lighting features
> of POV-Ray in CUDA), but also whether you can trace all POV-Ray primitives
> with CUDA. Can you, for example, trace isosurfaces, the poly object or the
> julia object with CUDA (even the next generation one)?
I definitely agree with this, but I think even an incomplete set of POV
features could be implemented on a GPU it might still prove very useful
for modeling. I suppose the question is if enough of the features can
be implemented to be generally useful. Unfortunately I haven't ever
messed around with GPU programming so I can't answer this question.
Again, I'd personally prefer that the POV team spend their time on other
things, but I still sort of hope that someone else who's interested
makes a solid attempt at this sometime.
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From: Chambers
Subject: Re: Paralel GPU processor support for Nvidia CUDA architecture
Date: 15 Dec 2009 02:27:28
Message: <4b273a60@news.povray.org>
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Kevin Wampler wrote:
> Chambers wrote:
>> JAppleyard wrote:
>>> People are doing raytracing on CUDA already
>>
>> With fixed recursion levels. Not good enough.
>
> Although I don't really think it's worth the POV-team's limited time
> working on it, raytracing with limited recursion levels (and maybe other
> restrictions) on the GPU could be very useful for fast lower-quality
> renders used while modeling a scene -- similar to the current Quality=n
> setting.
The problem really is that the entire engine would need to be rewritten
from scratch to work this way. Considering that it is not yet clear if
GPGPUs (General Purpose Graphics Processing Units... isn't that an
oxymoron?) will perform better in such branching conditions than more
traditional multicore processors (Intel doesn't think so, which is why
they're working on Larrabee), the amount of work necessary just isn't
worth it for a partial implementation.
...Chambers
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