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# xma

Member Since 05 Jun 2011
Offline Last Active Jul 15 2015 10:31 PM

### In Topic: How to building sah bvh ?

02 February 2014 - 01:20 PM

I think he already replied you with that information...

From what I know, Lauterbach's LBVH construction was implemented on GPU and shown some good results (although compared to F.e. split-bvh they were a lot worse), there is also hierarchical LBVH - aka HLBVH, that was also built on GPU and this one yields better results than standard LBVH.

Google some HLBVH papers, there are more of them.

I also read that building LBVH for gpgpu is not good idea. And I read that split-bvh building need bins, but I can't understand what is it bins ?

### In Topic: How to building sah bvh ?

31 January 2014 - 11:55 AM

How to building sah bvh on gpgpu? can you explain the base concepts for gpgpu?

### In Topic: How to compute bvh node intersection ?

09 September 2013 - 06:30 AM

Without knowing what shape your BVH nodes are, it's hard to tell how to compute something about them.
Guessing what's special about refracted rays and what's difficult about intersecting them with an AABB, if that's what you are trying to do, is even harder.
&nbsp;
Maybe you can post some formulas or code to show where you are stuck. Are you writing some kind of ray tracer?

I want to write a real time gpgpu ray tracer with ideal soft shadows for simple objects like cubes, spheres and e.t.c. I want to project shadow figure (as analytic function) to light source plane and compute visibled from the point square of the light source .

BVH nodes consists from aabb volumes (cuboids) . compute intersection for refracted ray interests for cube and cuboid.

### In Topic: 40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

06 January 2013 - 11:26 PM

Postie, because that was wow effect after 40 thousands years that we live on earth . we was pioneers in the  universe, that it was. I'am about universe of real world which is in our consciousness and which is connected with other people . that was the real game in real universe. Now it happen again, if we can put living spirits in game .

### In Topic: 40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

06 January 2013 - 07:14 AM

dynamic bvh building ( 1.5 million polygons - 350 ms by 1.5 Tflops ) and ray tracing (Full HD x 30 fps, 2.5 TFlops).
but, not enough for soft shadows in random.

13 ms - bvh building ( 1.5 million polygons ) , 16 ms - ray tracing (depth-8), other for lighting - and, we get 30 fps (for 40 TFlops).

and we must choice - or ray tracing, or motion compensation ( which is 350 ms by 1.5 TFlops ).
last look very attractive.

and I don't see any research about hard gpgpu animation .

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