[Bf-committers] GPU computing

Mike Pan madonions at gmail.com
Tue Nov 24 18:26:24 CET 2009


Definitely OpenCL since that seems to be the (only) emerging standard that
is hardware independent.

Regarding the renderer, start small, instead of porting the entire renderer
to the GPU, see if you can port the ambient occlusion pass to the GPU, for
example, and slowly build up from there.

-mike


On Tue, Nov 24, 2009 at 9:03 AM, Raul Fernandez Hernandez <
raulf at info.upr.edu.cu> wrote:

> Hi again Ishan
>
>  I recommend you start with a very narrow project, even if you have lot
> of skills in GPU programming, from all of the proposed areas choose
> first the smaller/simpler one and go ahead, then if you succeed go for
> bigger shots.
>
>  You will get here all sort of recomendations because virtually every part
> of a 3D app cry for paralellization, from rendering (the most
> representative), animation, nodes/compositor transcoding, to a
> neverending list.
>
>  So gather strength in very tiny projects, even if they don't have a big
> user impact, your rate of success will skyrocketed.
>
>                                             Cheers
>
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