Further optimization helped to speed up a bit more.
Samstag, 16. Februar 2013
Mittwoch, 13. Februar 2013
Donnerstag, 7. Februar 2013
Samstag, 25. August 2012
Here the same scene visualized using OpenCL octree raycasting. Eventhough the persistent threads method is not used, its around 20-100% faster than the previous splatting (depending on the scene). The code is ported from my previous CUDA raycaster. Hardware is again the GTX580M.
Each method has its advantages though. While octree raycasting works better for static objects, splatting is better for dynamic scenes.
Freitag, 17. August 2012
Resolution:1024x768 Voxel Field: 20.000 x 20.000 x 1024 Voxels, Framerate: 30-40 Fps, LOD and Frustrum Culling are used. Dataset: 5.4M points / instance at highest resolution , 6.9M including all levels of detail.
Download : Link1 Link2