Logo by mauxuam - Contribute your own Logo!


it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Support us via Flattr FLATTR Link
Welcome, Guest. Please login or register. May 18, 2022, 09:10:03 PM

Login with username, password and session length

The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!

Pages: [1]   Go Down
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: OpenCL?  (Read 2816 times)
0 Members and 1 Guest are viewing this topic.
« on: January 18, 2010, 07:18:10 PM »

Okay so I'm running out of options for increasing the speed of my 'brute force' DE-less fractal raytracer.  The two options I have left to explore are to move my code to .Net 4.0 with it's built in support for parallel CPU operations or move the code base to OpenCL.  I've been digging around trying to find a decent 'simple' non-realtime OpenCL based implementation just to learn the basics of OpenCL programming from but I'm coming up really short.  Most of what I'm finding is oriented more towards the 'real-time' flying / zooming type of work, but I'm really looking for detail and quality so the 'real-time' portion isn't as important.  Rendering images larger that the display size or window is a must.

Thanks all!
Fractal Senior
Posts: 7044

formerly known as 'Trifox'

« Reply #1 on: January 18, 2010, 07:35:09 PM »

hi there,

my problem with gpu is the limited floating point precision ... but sure, for the first few ( 40 ? ) iterations it would be sufficent to use a gpu system

for opencl i can say, it is the "open" standard for gpu programming,and should be used ( nor ati or nvidia proprietary )

functionality like big images rendering has nothing to do with the underlying system, because it is a virtualisation your program has to do,
and which shouldnt be too hard, there are a lot of tutorials on how to divide a single render job to many smallers ....

in the last years, texture size was limited to 4096x4096 and hence the output, but nowadays it could be that it is a bit higher ...

so, what you need is to define a virtually image size, and a renderer which renders block by block ( e.g. 64x64 squares ) on the gpu,
save the result in cpu memory, and build up a large bitmap, that can then be saved in standard image formats....



divide and conquer - iterate and rule - chaos is No random!
« Reply #2 on: January 19, 2010, 03:48:36 AM »

I just found a flame renderer built using c#/winforms for the GUI and CUDA for the 'heavy lifting'.  So this might be enough to get me going in the multi-tile GPU render game...  It's called Fractron 9000 - full source available on source forge.

Thanks for the feedback!
Pages: [1]   Go Down
Jump to:  

Related Topics
Subject Started by Replies Views Last post
QT + OpenCL = QtOpenCL Programming ker2x 1 4778 Last post May 27, 2010, 10:31:26 AM
by subblue
OpenCL on the Mac ? Programming David Makin 7 3006 Last post May 28, 2010, 06:20:47 PM
by hobold
Buddhabrot animation using OpenCL Movies Showcase (Rate My Movie) amarzo 3 1452 Last post August 07, 2011, 11:34:48 PM
by A Noniem
Java OpenCL Mandelbox program. Multi Platform gg92507 2 2277 Last post January 18, 2013, 04:47:48 PM
by knighty
(non fractal) OpenCL programming example Programming hobold 10 1808 Last post April 22, 2013, 11:36:50 PM
by flexiverse

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.082 seconds with 26 queries. (Pretty URLs adds 0.005s, 2q)