Working on OpenCL Ray-tracer

My open-source OpenCL ray-tracer is on github now: https://github.com/owuntu/AtomTraceCL Currently only support Windows under Visual Studio 2015. The reason to choose OpenCL over CUDA is majorly because I only have an AMD R9 Nano card. Also, OpenCL support both Intel and AMD CPU so I think OpenCL is compatible with more …

Continue reading

Torrance-Sparrow BRDF model with Blinn Microfacet Distribution

Referencing pbrt-v2. In the following image, the teapot use metal material, with copper Fresnel reflectance data. The next image is rendered using OpenCL. With approx. 1 million samples per pixel, the reflection inside the cooper sphere is refined. Using GPU acceleration gain significant rendering performance improvement. The above GPU render image …

Continue reading

DWARF Debug Format Visualizer

Thinking about building a DWARF debug format visualizer. GUI For lightweight GUI, I am considering WxWidget. Development Tools Using Windows Visual Studio is ideal. And since Windows 10 Anniversary edition is supporting light weight bash, which they call Windows Subsystem Linux, so that I can actually use dwarfdump to generate …

Continue reading

Remote Access to Ubuntu Linux Machine with GUI available Using Cygwin/X

First you need to install cygwin/x with openssh packages as well as X11 Windows System: http://www.larsavery.com/blog/how-to-install-sshd-secure-shell-server-on-windows-using-cygwin/ http://x.cygwin.com/docs/ug/setup-cygwin-x-installing.html You also need to set DISPLAY environment variable before the following steps: $ export DISPLAY=:0.0 Next, open cygwin terminal, before use ssh to remote connect, run xwin: $ xwin -multiwindow & You can …

Continue reading

Possible Implementation of Deep Shadow Map in OpenGL

Before reading this post, I assume the reader already know the implementation of traditional shadow map in OpenGL: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ Pixar movie Brave use deep shadow map approach to render hair shadow (as well as its self-shadow): Possible Implementation in OpenGL: Use 3D texture as shadow map depth texture.  The reason …

Continue reading