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On 1.9.2010 23:25, Jeroen Bakker wrote:
> Hi,
>
> I have created an OpenCL implementation of the bokeh blur. I got a
> speedup (2 times faster) on my old hardware, but also some stability
> issues. I think that some issues concern my old NVidia + Op
experience can be quality blurs(especially
>> defocus), UV remap,
>> bilateral blur.
>> With these the advantages would be visible even with the bus problems.
>> With regards,
>> Vilem Novak
>>
>>
>>>
;> Původní zpráva
>> Od: Jeroen Bakker
>> Předmět: Re: [Bf-committers] Blender and OpenCL
>> Datum: 29.8.2010 11:19:15
>>
>> Hi Lukas,
>>
>> Your explanation is a good one. Didn't come up to wr
t; bilateral blur.
> With these the advantages would be visible even with the bus problems.
> With regards,
> Vilem Novak
>
> > Původní zpráva
> > Od: Jeroen Bakker
> > Předmět: Re: [Bf-committers] Blende
> Původní zpráva
> Od: Jeroen Bakker
> Předmět: Re: [Bf-committers] Blender and OpenCL
> Datum: 29.8.2010 11:19:15
>
> Hi Lukas,
>
> Your explanation is a good one. Didn't come up to write it down that way.
&
On 08/29/2010 02:02 AM, Ralph Giles wrote:
> 2010/8/28 Arturo José Pérez Verdú:
>
>
>> #if defined(__APPLE__) || defined(__MACOSX)
>> #include
>> #else
>> #include
>> #endif
>>
> Yes, sadly this bit of incompatibility was willfully propagated from OpenGL.
> :(
>
> -r
>
Hi Lukas,
Your explanation is a good one. Didn't come up to write it down that way.
The issue with memory during compositing is the way the nodes-editor
works. When changing a node-value (like degree) only the rotate-node and
all dependent nodes are re-calculated. The input-image is not
re-calc
On Sun, Aug 29, 2010 at 5:50 AM, Ralph Giles wrote:
>
> But as Jeroen points out, OpenCL itself may not be available, so
> separate fallback code is necessary regardless.
Surely you just need an OpenCL library present? It would be like falling
back on Mesa if hardware GL is not available: the li
2010/8/28 Arturo José Pérez Verdú :
> #if defined(__APPLE__) || defined(__MACOSX)
> #include
> #else
> #include
> #endif
Yes, sadly this bit of incompatibility was willfully propagated from OpenGL. :(
-r
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Hi again,
El 28/08/2010, a las 21:50, Ralph Giles escribió:
> 2010/8/25 Arturo José Pérez Verdú :
>
>> When you are talking about the fallback to normal CPU execution you are
>> talking about an optimized CPU execution? I mean, as I understand OpenCL,
>> there's always at least one OpenCL capa
2010/8/25 Arturo José Pérez Verdú :
> When you are talking about the fallback to normal CPU execution you are
> talking about an optimized CPU execution? I mean, as I understand OpenCL,
> there's always at least one OpenCL capable device, the CPU.
This depends on the implementation. OpenCL code
I have tried out your patch, nice work :)
Here are some more thoughts on how to process data in the node tree. I
hope i'm not getting too verbose or tell you guys obvious stuff ;)
Basically when talking about data in the tree i see two different
types of dependency:
1. Inter-node dependency ("ver
Hi,
I have done a proof of concept on Blender and OpenCL. My victim is the
compositing node system. I learned a lot during these 4 hours and put it
on my website including the patch.
http://sicg.atmind.nl/index.php?option=com_content&view=article&id=21:blender-compositor-and-opencl&catid=8:blen
any how, all this sounds good to my ears !
if it gets implemented for nodes (especially compositing), count me for
testing :)
2010/8/25 Jeroen Bakker
>
>
> On 08/24/2010 07:46 PM, Xavier Thomas wrote:
> > You might be interested in MiniCL used in the bullet physics library.
> > It permit to use
On 08/25/2010 07:36 AM, Lukas Tönne wrote:
> You may have noticed the new simulation nodes i am currently working
> on ( http://phonybone.planetblender.org/ ). Until now i didn't really
> pay attention to OpenCL, in fact i even made my own multithreaded
> batch processing system for object data lik
On 08/25/2010 01:07 PM, Arturo José Pérez Verdú wrote:
> I'm also playing with OpenCL and I think is a good thing to start exploring.
>
> I started playing with it recently and I consider that my knowledge on this
> area is still small but I will follow your discussion very closely.
>
> I also wan
I'm also playing with OpenCL and I think is a good thing to start exploring.
I started playing with it recently and I consider that my knowledge on this
area is still small but I will follow your discussion very closely.
I also want to make some observations to what has already been said. Most o
On 08/24/2010 07:46 PM, Xavier Thomas wrote:
> You might be interested in MiniCL used in the bullet physics library.
> It permit to use OpenCL on CPU only.
>
>
Thanks, but I have a question on MiniCL as I am not sure if this is
suitable. IMO you need different code for CPU's and GPU's.
CPU
You may have noticed the new simulation nodes i am currently working
on ( http://phonybone.planetblender.org/ ). Until now i didn't really
pay attention to OpenCL, in fact i even made my own multithreaded
batch processing system for object data like vertices and particles.
Yesterday i took a closer
Hi,
this is a very good idea and it would be awesome to have OpenCL for
Fluids in Blender!
Thomas
Am 24.08.2010 19:18, schrieb Jeroen Bakker:
> Hi all
>
> I have been experimenting with OpenCL and are planning a basic framework
> to support it in Blender.
>
> main features are:
>* OpenCL i
Yo, back on Tuesday, August 24, 2010 Keir Mierle was all like:
> On Tue, Aug 24, 2010 at 10:18 AM, Jeroen Bakker wrote:
>
> > I have been experimenting with OpenCL and are planning a basic framework
> > to support it in Blender.
>
> Can't the default be "auto" so that OpenCL is used if present,
You might be interested in MiniCL used in the bullet physics library.
It permit to use OpenCL on CPU only.
2010/8/24 Jeroen Bakker :
> Hi all
>
> I have been experimenting with OpenCL and are planning a basic framework
> to support it in Blender.
>
> main features are:
> * OpenCL is disabled by d
Hi Jeroen,
I have been experimenting with OpenCL in Blender, trying to add an
accelerated particle system to the BGE.
I've been keeping track of my progress on my blog: http://enja.org
I have some code up on github:
http://github.com/enjalot/EnjaParticles
and a fork of Blender with some modificati
On Tue, Aug 24, 2010 at 10:18 AM, Jeroen Bakker wrote:
> Hi all
>
> I have been experimenting with OpenCL and are planning a basic framework
> to support it in Blender.
>
> main features are:
> * OpenCL is disabled by default, CPU fall-back must ALWAYS be
> available. OpenCL can be enabled with
Hi all
I have been experimenting with OpenCL and are planning a basic framework
to support it in Blender.
main features are:
* OpenCL is disabled by default, CPU fall-back must ALWAYS be
available. OpenCL can be enabled with command-line parameter
* Compiler directive to completely disable
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