Saturday, July 19, 2014
Thursday, May 1, 2014
Material Editor for SoL-R
After a few interop issues between the GUI and the GPU library (CUDA and OpenCL), I finally got it working! The GUI makes it simple to manipulate materials on the fly, and validate texture mapping implementation (Bump, Normal, Specular, etc).
Saturday, April 26, 2014
Saturday, January 4, 2014
Monday, November 18, 2013
My renderer vs Sketchup
For now, the demo is currently only compatible with nVidia graphics cards supporting the CUDA technology.
Thursday, November 7, 2013
Saturday, October 19, 2013
Wednesday, October 16, 2013
CUDA Spotlight: The Favreau Brothers
This week's CUDA Spotlight is on Cyrille Favreau and Christophe Favreau, brothers who leverage GPU computing in different ways, with equally compelling results.
Cyrille, a technical architect by day, uses CUDA in his free time to pursue his interest in visualization technologies.
His projects include building a real-time ray-tracing engine and molecule visualizer, and exploring fractal theory.
Christophe, a professional photographer and videographer, is passionate about sailing and nature. GPUs help him produce beautiful work as he travels the world.
This interview is part of the CUDA Spotlight Series.
See more at: http://www.nvidia.com/content/cuda/spotlights/favreau-brothers.html#sthash.5S3Xqetl.dpuf
Sunday, October 6, 2013
Tribute to GTC 2012 based on SoL-R Raytracer
Tech Demo #3 based of the SoL-R rendering engine. Humble tribute to nVidia GTC demo, back in 2012.
Saturday, October 5, 2013
Monday, September 30, 2013
OpenGL to Ray-Tracing
OpenGL to Ray-Tracing by changing two lines of your code:
#ifdef USE_SOLR
// Use raytracing engine
#include <OpenGL/rtgl.h>
using namespace RayTracer;
#else
// Use OpenGL
#include <GL/gl.h> /* Header File For The OpenGL Library */
#include <GL/glu.h> /* Header File For The GLU Library */
#endif // USE_SOLR
#ifdef USE_SOLR
// Use raytracing engine
#include <OpenGL/rtgl.h>
using namespace RayTracer;
#else
// Use OpenGL
#include <GL/gl.h> /* Header File For The OpenGL Library */
#include <GL/glu.h> /* Header File For The GLU Library */
#endif // USE_SOLR
SoL-R overrides the OpenGL commands and replaces the default rasterization engine with its interactive ray-tracer. It's as simple as that.
Friday, September 13, 2013
Friday, September 6, 2013
CUDA Pro Tip: Generate Custom Application Profile Timelines with NVTX
A great article on how to analyse and optimize your CUDA code, using the nVidia tools extension (NVTX).
https://developer.nvidia.com/content/cuda-pro-tip-generate-custom-application-profile-timelines-nvtx
https://developer.nvidia.com/content/cuda-pro-tip-generate-custom-application-profile-timelines-nvtx
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