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Arkin's room

Opengl, CUDA, Optix, Real-time rendering, ray tracing

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Arkin's room | rickarkin.blogspot.com Reviews
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Opengl, CUDA, Optix, Real-time rendering, ray tracing
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1 arkin's room
2 optix
3 return clipdepth;
4 gldepthmask gl false ;
5 gldepthmask gl true ;
6 gldepthfunc gl always ;
7 glpopclientattrib ;
8 80 comments
9 email this
10 blogthis
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arkin's room,optix,return clipdepth;,gldepthmask gl false ;,gldepthmask gl true ;,gldepthfunc gl always ;,glpopclientattrib ;,80 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,labels opengl,z buffer,struct mydata,mydata
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Arkin's room | rickarkin.blogspot.com Reviews

https://rickarkin.blogspot.com

Opengl, CUDA, Optix, Real-time rendering, ray tracing

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1

Arkin's room: August 2008

http://www.rickarkin.blogspot.com/2008_08_01_archive.html

Monday, August 4, 2008. This morning, when walked out the swimming pool, i was told it will be closed until the end of Olympic Games.:. I really don't know why. The swimming pool is small and hide in the 14th floor of a building, being miles away from Olympic buildings. Where is the dangerous coming? No swimming summer. Ohhhhhhhhhhhhhhhhhhhhh. I will climb moutains during this holiday, i think they can't close all the hills, Ahaaaaaaaaaa. Subscribe to: Posts (Atom). Beijing, Beijing, China.

2

Arkin's room: November 2007

http://www.rickarkin.blogspot.com/2007_11_01_archive.html

Tuesday, November 27, 2007. Remove the blank window from eqOgre. I'v find the method about removing the blank window of eqOgre. If you want to change sources by yourself, it's also very easy. Change "initialise()" in Ogre: Root from true to false, that disable the root to create the blank window automaticly. Move two lines of. Bool carryOn = configure();. CarryOn) return false;. In OgreWindow: setup() to the very begin of this method. that measons the ogre's resource must init after. 4 Ply files, you can...

3

Arkin's room: December 2007

http://www.rickarkin.blogspot.com/2007_12_01_archive.html

Wednesday, December 12, 2007. EqOgre has been included by Equalizer. Yesterday I was told that eqOgre. Has been included by Equalizer. Thanks a lot for the great work by Eile, thank you all the guys! Of course eqOgre is not stable enough by now, it just be put in the 'contrib eqOgre' subdirectory in the project's path. It still need more work to improve eqOgre. Subscribe to: Posts (Atom). Beijing, Beijing, China. View my complete profile. EqOgre has been included by Equalizer.

4

Arkin's room: January 2011

http://www.rickarkin.blogspot.com/2011_01_01_archive.html

Saturday, January 29, 2011. Arrived at Vancouver last week, the city is beautiful. And I can logged in the blogger after more than 2 years. Subscribe to: Posts (Atom). Beijing, Beijing, China. I'm a Ph.D in computer science, my interests are Computer Graphics, Prarallel Rendering and human computer interface. View my complete profile. Simple template. Powered by Blogger.

5

Arkin's room: InterOp between CUDA and Optix with PBO

http://www.rickarkin.blogspot.com/2012/03/use-pbo-to-share-buffer-between-cuda.html

Saturday, March 10, 2012. InterOp between CUDA and Optix with PBO. CUDA and Optix can both read/write OpenGL PBO, so it is the first choice when you want to share data between them. Below is the class I used to set up shared PBO between CUDA and Optix. It creates an OpenGL PBO and also registers it to CUDA. Only the size of the buffer is needed, and it can be converted into suitable type at any time. Unsigned int elemNum = 1024; / number of elements. CoRayBuffer.getPbo() ;. Any idea how to do this? I'm a...

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BinBin's Welkin: April 2009

http://binbinwelkin.blogspot.com/2009_04_01_archive.html

Tuesday, April 14, 2009. I have integrated the Hydrax 0.5 and Caelum 0.4 in my project.  Thanks for Xavyiy. S great work. And the topic HOW TO: Integrate Hydrax V0.4 with Caemum. 160;in Ogre forum also give me a great favor. First some screen shot of my recenly work. All of them are rendered by OpenGL and CG. Some detail information can be found in my previous post. Except for the problems metioned in forum topic, I also solved some new problems. S atrribute cull hardwar. Bool ProjectedGrid: renderGeomet...

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: Lunar Surface Rendering with Ogre3D(1)

http://binbinwelkin.blogspot.com/2008/01/test.html

Sunday, January 13, 2008. Lunar Surface Rendering with Ogre3D(1). It's my great honor to annouce that, Miss Mandy WANG, has her first blog published! First, post some picture for my recent work- - -Lunar Surface Rendering. Big big thanks to ZhongHua Song, the images and data you provided is a great help for the project, really excellent work! April 22, 2008 at 3:17 PM. Subscribe to: Post Comments (Atom). Lunar Surface Rendering with Ogre3D(1). View my complete profile.

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: Hydrax + Caelum

http://binbinwelkin.blogspot.com/2009/04/hydrax-caelum.html

Tuesday, April 14, 2009. I have integrated the Hydrax 0.5 and Caelum 0.4 in my project.  Thanks for Xavyiy. S great work. And the topic HOW TO: Integrate Hydrax V0.4 with Caemum. 160;in Ogre forum also give me a great favor. First some screen shot of my recenly work. All of them are rendered by OpenGL and CG. Some detail information can be found in my previous post. Except for the problems metioned in forum topic, I also solved some new problems. S atrribute cull hardwar. Bool ProjectedGrid: renderGeomet...

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: My First International Conference--ICSC'2008

http://binbinwelkin.blogspot.com/2008/10/my-first-international-conference.html

Thursday, October 16, 2008. My First International Conference- ICSC'2008. Congratulations to RickChang and myself! Last Sat., we have the fistr experience for attending International Conference, haha! The conference was originally hold in Sichuan Province. Because of the big earth quake in May, the venue was changed to Fragrant Hill Hotel, Beijing. What what what a pity, my side-trip to JiuZhai is gone. Anyway, it's still exciting, some pictures for memory. IMG1 Doing my presentation, nervous.

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: January 2008

http://binbinwelkin.blogspot.com/2008_01_01_archive.html

Sunday, January 13, 2008. Lunar Surface Rendering with Ogre3D(1). It's my great honor to annouce that, Miss Mandy WANG, has her first blog published! First, post some picture for my recent work- - -Lunar Surface Rendering. Big big thanks to ZhongHua Song, the images and data you provided is a great help for the project, really excellent work! Links to this post. Subscribe to: Posts (Atom). Lunar Surface Rendering with Ogre3D(1). View my complete profile.

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: Shadow for Ogre

http://binbinwelkin.blogspot.com/2008/10/shadow-for-ogre.html

Wednesday, October 15, 2008. Additive shadow in Ogre can generate more realistic effect than other shadow technic. When I adopt it in my project, there're so many problem. Now, i've got rid of them , just share the experience with whoever being in trouble with the same problem. At first, after setting the standard parameter for additive shadow, i can not generate any shadow on terrain. If the cast shadow object using hardware skinned technich, you must define the vertex program for rendering the shdow te...

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: October 2008

http://binbinwelkin.blogspot.com/2008_10_01_archive.html

Thursday, October 16, 2008. My First International Conference- ICSC'2008. Congratulations to RickChang and myself! Last Sat., we have the fistr experience for attending International Conference, haha! The conference was originally hold in Sichuan Province. Because of the big earth quake in May, the venue was changed to Fragrant Hill Hotel, Beijing. What what what a pity, my side-trip to JiuZhai is gone. Anyway, it's still exciting, some pictures for memory. IMG1 Doing my presentation, nervous. Laterly, a...

binbinwelkin.blogspot.com binbinwelkin.blogspot.com

BinBin's Welkin: Hydrax ---- OpenGL Version

http://binbinwelkin.blogspot.com/2009/04/hydrax-opengl-version.html

Wednesday, April 8, 2009. Hydrax - - OpenGL Version. 160;      Hydrax is an excellent Ocean Addons for Ogre. Now, I want to make use of it in my project. Thanks for Xavyiy's great work. Download link at: http:/ www.ogre3d.org/wiki/index.php/Hydrax. 1  Fresnel Texture. Fig1 Ocean Surface with wrong normal vectors. 160;              . Fig2 Ocean Surface with correct normal vectors. 2  UnderWaterMaterial's ScaleMat. Reflect direction, as Fig.3. I changed the ScaleMat in UnderWaterMaterial as :. Were created...

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Arkin's room

Sunday, March 11, 2012. Make Optix to render with OpenGL together. As you can imagine, to make Optix and OpenGL work together, color buffers and depth buffer both need their special treatments. My realization of the depth value construction is attached as below:. EyeDist: distance from eye to the intersection point. N: near clipping plane. F: far clipping plane. Device float computeClipDepth( float eyeDist, float n, float f ). Float clipDepth = (f n)/(f-n) - (1/eyeDist)*2.0f*f*n/(f-n);. The second proble...

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