Sign in to follow this  

Efficient Hammersley distribution on the GPU

This topic is 1458 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm looking for an efficient way to get hammersley distribution points on the GPU. I found this page with some GLSL code that relies on bit-shifts. Is this efficient on the GPU? Are you aware of more efficient implementation? Is it better to create a look-up-table?

Share this post


Link to post
Share on other sites

I'm looking for an efficient way to get hammersley distribution points on the GPU. I found this page with some GLSL code that relies on bit-shifts. Is this efficient on the GPU? Are you aware of more efficient implementation? Is it better to create a look-up-table?

 

On Nvidia hardware I think bitwise shifts are probably going to be the most expensive integer operation, and integer operations are already slightly more expensive than floating point. For instance, a GTX 760 is going to be able to handle a theoretical 188 billion integer shifts per second, compared to a theoretical 2.25 trillion floating point operations per second.

Edited by Chris_F

Share this post


Link to post
Share on other sites

This topic is 1458 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this