[Bf-committers] GPU computing
Knapp
magick.crow at gmail.com
Tue Nov 24 19:04:48 CET 2009
Don't know if this will help but wanted to point it out.
http://www.youtube.com/watch?v=Soyr1sQmro4
On Tue, Nov 24, 2009 at 6:26 PM, Mike Pan <madonions at gmail.com> wrote:
> 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
--
Douglas E Knapp
Why do we live?
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