[Bf-committers] Blender and OpenCL
lukas.toenne at googlemail.com
Wed Aug 25 07:36:56 CEST 2010
You may have noticed the new simulation nodes i am currently working
on ( http://phonybone.planetblender.org/ ). Until now i didn't really
pay attention to OpenCL, in fact i even made my own multithreaded
batch processing system for object data like vertices and particles.
Yesterday i took a closer look at what OpenCL can actually do and i
have to say i'm quite intrigued now :) Coding the node execution
process is just one half of the journey, currently i am working on
further improvements of ui features. When that is done i definitely
want to give OpenCL a try and such a general framework could be very
On Tue, Aug 24, 2010 at 7:18 PM, Jeroen Bakker <j.bakker at atmind.nl> wrote:
> Hi all
> I have been experimenting with OpenCL and are planning a basic framework
> to support it in Blender.
> main features are:
> * OpenCL is disabled by default, CPU fall-back must ALWAYS be
> available. OpenCL can be enabled with command-line parameter
> * Compiler directive to completely disable OpenCL in Blender.
> * Basic implementation to access and use GPU-devices
> * I am not targeting the blender-render, but other time-consuming
> processes (fluids, node systems etc)
> I think this matches the basic blender principles:
> * can work on standard home PC's
> * blender installation is unzipping an zip
> Are other people also busy with this subject?
> Best regards,
> Bf-committers mailing list
> Bf-committers at blender.org
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