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About VadimZabolotnov

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  1. check it out, my real-time opencl ray tracer  
  2. How to building sah bvh ?

    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 ? 
  3. How to building sah bvh ?

    How to building sah bvh on gpgpu? can you explain the base concepts for gpgpu?
  4. can you explain how to traverse bvh on gpgpu (for ray tracing)?
  5. How to compute bvh node intersection ?

    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. 
  6. How to compute bvh node intersection by ray ? And how to compute refraction ray intersection in aabb ? 
  7. 40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

    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 . 
  8. 40 TFlops gpgpu in 2017, 128 Gb DRAM, 2 Tb/s bandwidth

    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 .
  9. What effects we can get on it (1 gpgpu)?     
  10. samaritian demo looks good than radiosity .. but some fakes are visible . and only 5-10 TFlops for real-time needed.
  11. MarkS, "x24 gpgpu (35 TFlops) ~0,84 Pflops" - 3 servers with 8 top videocards in each in 2016 is 0,84 Pflops . Can we render something interesting on it (more interesting than on one videocard) ? samaritian demo render on 3 gtx580 for example . and it looks good .
  12. MarkS, 2016 - x24 gpgpu (35 TFlops) ~0,84 Pflops Looks good ! )) for this trailers for real time - can up to 100 PFlops . But I think that is not enough. So, what kind of graphics we can get on such systems ?
  13. What graphics quality in real-time (~30 fps) we can get on 1 PFlops gpgpu with 16-20 Gb memory ? what system needs for real-time for scenes below (multiCISC, RISK? PFlops ?) ? (where Sarah Kerrigan),
  14. Discussion on GPU Ray Tracing

    shiqiu1105, use global atomics for fetch global buffer with rays . (or increment global rays index) this is faster, because some threads may complited fasts instead another . you can try use a g-buffer for speed up.
  15. ray trace

    [b] [url=""]jefferytitan[/url], it mean the first hit for each pixel and then we continue raytracing from there . [/b] [b] [url=""]jameszhao00[/url], all bounding rays lies in one nearest to interected polygons bvh node. We may have artefacts only with small objects on this trace way. Or what are you about ? I don't understand you.[/b] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]2) All VERTICES from all polygons are traced using sah bvh[/background][/left][/size][/font][/color]