I did not take any of the OpenCL version, but it looks the same like the CPU version:
Interesting Kryt0n, would you be willing to show some screenshots?
http://twitpic.com/3wozra
I did not take any of the OpenCL version, but it looks the same like the CPU version:
Interesting Kryt0n, would you be willing to show some screenshots?
I did not take any of the OpenCL version, but it looks the same like the CPU version:
[quote name='MARS_999' timestamp='1317424294' post='4867770']
Interesting Kryt0n, would you be willing to show some screenshots?
I wrote a simple OpenCL ray-tracer as my master thesis last year. Even with almost no optimisations at all, I was getting interactive rates on small-mediocre scenes with GF8800/HD4670 cards. I just implemented both BVH and kDtree, both construction (in parallel!) and traversal, no hardcore shading though. This is the way, this will be the future, parallel ray-tracing algorithms :-) Simple, nice and fast in the future.
Nevertheless, the "because I can" factor is too strong, so be it ray-tracing or rasterisation, implementing it is always fun! Just because we can And come on, even shitty 5% of current "peak performances" is pretty enough to create nice games on top of such engines!
Have fun!
That is kind of my thoughts... Simple games and what not, maybe worth taking a look at this, vs. relying on a GPU to make the Casual game market... e.g. Facebook crap games or Angry Birds types... Or even simple vector style 3d games?
[quote name='MARS_999' timestamp='1317770412' post='4869138']
That is kind of my thoughts... Simple games and what not, maybe worth taking a look at this, vs. relying on a GPU to make the Casual game market... e.g. Facebook crap games or Angry Birds types... Or even simple vector style 3d games?
I'm bit of a n00b to CL myself, but don't you have to roll your own boilerplate code, such as texture samplers with filtering? That kind of thing is practically "free" in OpenGL.