[Bf-committers] Render API follow-up

Terrence Vergauwen terrence27 at gmail.com
Fri Mar 20 10:58:26 CET 2009


Hi,

We have already done quite a bit of proactive research since a few years
into CUDA and equiv technologies,
and unfortunately it's not an architecture capable of running a practical
raytracer.

Yours,
Radiance




2009/3/20 Giuseppe Ghibò <ghibo at mandriva.com>

> Ton Roosendaal wrote:
> > We've discussed a couple of strategies; including a more 'high end'
> > integration, not based on exporting geometry/materials but for example
> > exposing an api to use raytrace calls and visibility info.
> > However, what we quickly fell back to was the simple fact that we first
> > should work on a good (re)design of how Blender will tackle rendering
> > in general. This should start with a better way to define own shaders
> > (real shader tree editor, shader language), but also a more advanced
> > interal shading/lighting pipeline, and better methods to handle caching
> > (geometry bucketing, image tiling, shadowbuffer tiling).
> > This will, combined with the 2.5 flexibility to extend on Blenders data
> > via RNA, deliver a much better starting point for a future proof design
> > for integration (plugins) or export.
> >
> >
>
> Ton, if you plan a big re-design of the renderer(s), try to get it(them)
> CUDA-ble (or OpenCL) since the beginning as was already mentioned in
> this list some month ago.
> Maybe you can borrow some Tesla unit from nvidia... :-) And don't forget
> there could be already a cool name for the IRC channel:
> #blendercuders... :-)
>
> Bye
> Giuseppe.
>
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