- User Since
- Mar 31 2015, 9:29 AM (138 w, 2 d)
Tue, Nov 21
Mon, Nov 20
Sun, Nov 12
Fri, Nov 10
Even more so, we could use this for the on-demand kernel compilation in device_cuda.cpp. Since it is possible to load PTX directly from the CUDA runtime (with the driver taking over the ptxas step), this should enable on-demand compilation on any operating system without any dependencies other than the CUDA driver.
Thu, Nov 9
Wed, Nov 8
Since CUEW wraps NVRTC, it could also be an option to use NVRTC directly instead of trying to find and launch nvcc from the command line. That way, this feature would be independent of a 3rd party compiler tool chain and would have less platform-dependent code.
Tue, Nov 7
Is there anything holding up a commit? I have a few extensions to this patch to make it work on my system. I see that here the CUDA installer set an environment variable where we can grab the Toolkit location from on Windows. Since it defaults to "C:\Program Files\etc" it also needs slight changes to have quotation marks in the right places to deal with the spaces in the path.
Mon, Nov 6
Thanks for your work, this is looking good! Especially the addition for sharing memory with CPU devices is good.
Fri, Nov 3
Sep 20 2017
Sep 4 2017
I'm unable to reproduce on macOS.
Aug 30 2017
Aug 29 2017
Thanks for the report. It looks like the UV coordinates for mesh lights are off when using spherical sampling.
Aug 17 2017
Aug 14 2017
Aug 12 2017
Attached is a scene that demonstrates the issue:
Camera and Suzanne are moving in sync, the plane is static. This frame renders as expected when motion blur is set to "Center on Frame", but renders incorrectly when motion blur is set to "Start on Frame" or "End on Frame".
Aug 8 2017
Well, you have to compromise somewhere. Maybe we should make it clear in the mouse over text that any values other than 0.0 for clamp and glossy blur introduce bias? Maybe additional presets?
Jul 20 2017
Should be working in c1ca3c8.
Thanks, will take another look. Give me a couple of minutes.
@Maxime Michel (maximemichel) if you could please verify that this is fixed with the upcoming automated builds.
Jul 19 2017
@Brecht Van Lommel (brecht) You're probably right. I think it needs to use the same texture IDs for all CUDA architectures and then map back to SM_2x on the kernel side. I'll go dig out my GTX 460...
The attached scene is missing its textures. Can you please pack them and upload it again?
Jul 4 2017
One more round of improvements. A few optimisations, and a change to the heuristic for switching between sampling strategies. Now it looks at the triangle's edge lengths instead of its area, that should hopefully help long and thin triangles.
Jul 3 2017
Changing the sample and pdf calls to forceinline made things work on CUDA.
Jul 2 2017
This one's not quite ready yet. I'm seeing odd artifacts when using this on CUDA hardware that doesn't show up when rendering on the CPU. Can't say yet what's causing it. This needs some investigation.
Jul 1 2017
Another update to stay in sync with master.
Jun 30 2017
A new update, taking Brecht's comments into account and a few other improvements.
Jun 29 2017
For such a simplistic approach, it works surprisingly well, I have to admit. However, it is very dependent on tile size: if neighbouring tiles have very different numbers of samples, you can end up with visible squares in your render, see the attached example:
Jun 28 2017
Deformation motion blur is now supported too. Makes quite a difference, as before deformation motion blurred objects were not sampled as light sources.
I added support for instancing and object motion blur. Deformation motion blur is still missing, and I don't think it was supported before either.
Jun 27 2017
I just noticed a bug in this myself - it doesn't work properly with instanced triangles, as it does not apply the transform. Will try and fix this.
Jun 19 2017
Looks good to me. This is similar to how we handled the situation with the "Physical Root Node" in Poser.
Apr 27 2017
Apr 26 2017
Addressed DingTo's comments.
When building using Xcode 7.2.1, your code throws compiler warnings. Details in the inline code comments.
Addressed Tod's comments, magic number is now replaced with a more descriptive #define.
Apr 25 2017
Addressed Sergey's comments and changed what should (hopefully) make OpenCL work.
I just noticed that this patch doesn't work with OpenCL, so I'll need to address that too.
For what it's worth, here's a Python script that will create thousands of Suzannes and put individual 1x1 pixel textures on them: http://pasteall.org/371017/python