<div dir="ltr"><a href="https://groups.google.com/forum/#!topic/osl-dev/VnLwgR0jPOs">https://groups.google.com/forum/#!topic/osl-dev/VnLwgR0jPOs</a><br><div><br></div><div>You can see some of the process discussed between Larry and the folks from Spectral there. They're basically letting OSL run on the CPU, taking the optimized output from that, and converting it into OpenCL code. In the years since I assume they <i>could</i> have actually ported OSL to the GPU, but I'd seriously doubt it.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Feb 12, 2016 at 7:29 PM, Zauber Paracelsus <span dir="ltr"><<a href="mailto:zauber@gridmail.org" target="_blank">zauber@gridmail.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<div>Figured there was a catch :-/<div><div class="h5"><br>
<br>
On 02/12/2016 07:08 PM, Matthew Heimlich wrote:<br>
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<blockquote type="cite">
<div dir="ltr">As far as I know from the last time someone looked
into it, it's not actually OSL on the GPU, it's more like a
conversion at run time from a subset of OSL to GPU friendly
instructions, and is apparently quite slow.</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Fri, Feb 12, 2016 at 6:50 PM, Zauber
Paracelsus <span dir="ltr"><<a href="mailto:zauber@gridmail.org" target="_blank">zauber@gridmail.org</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I had been
browsing, and it appears that someone was able to get<br>
OpenShadingLanguage to run on the GPU (along with dual
CPU/GPU<br>
rendering, to boot). Namely, it was Spectral Studio 13, a<br>
physically-accurate and unbiased renderer, like Cycles.
Unlike Cycles,<br>
however, it is proprietary. It does prove that it can be
done though,<br>
so hopefully such a capability won't be far off for cycles.<br>
<br>
(I am unable to include a link, as the mailing list's spam
filter will<br>
reject the email if I do)<br>
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