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03BRL-CAD:vasco_costa * 65871
(brlcad/branches/opencl/include/rt/shoot.h
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minor cleanup of opencl database shot code. |
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03BRL-CAD Wiki:Gurwinder Singh * 9276
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Shubham |
brlcad: I request you to please update the
google sheet (mentor review checklist) that was shared with all the
GSoC students at the start of the coding period, for our review as
well. |
10:23.33 |
Shubham |
I mean in order for us to see where we stand,
as far as our objectives as GSoC students are concerned. |
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konrado |
d_rossberg: Hello |
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d_rossberg |
konrado: hi |
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03BRL-CAD:carlmoore * 65872
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03BRL-CAD:vasco_costa * 65873
(brlcad/branches/opencl/src/librt/librt_private.h
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03BRL-CAD:vasco_costa * 65874
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03BRL-CAD Wiki:Vasco.costa * 9281
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19:44.34 |
vasc |
man two months and a half and feel like i just
broke the outer layer in porting BRL-CAD to opencl. without working
on the meat of it. |
19:45.02 |
Stragus |
It's a pretty massive amount of work |
19:46.14 |
vasc |
so basically we now got half a dozen primitive
intersection routines and we can store an array of primitives on
the gpu |
19:46.34 |
vasc |
opencl device or whatever |
19:47.43 |
vasc |
the plan i had i would do grid acceleration
next. i actually got it working on ANSI C and I got a device side
grid builder. |
19:48.20 |
vasc |
the problem is now i think its a mistake to
use grids in this case and doing a gpu bvh builder would take ohhh
so much time |
19:48.33 |
vasc |
probably another 2 months |
19:48.52 |
vasc |
or 3 |
19:48.56 |
Stragus |
Don't build on the GPU! |
19:49.35 |
vasc |
if i code a cpu bvh builder which can be
ported to the gpu it will probably take a month to code it and take
all the kinks out. |
19:49.45 |
vasc |
and that's without doing the
traversal |
19:49.54 |
vasc |
optimized |
19:50.21 |
Stragus |
I think Sean always wanted an "incremental"
process, little steps |
19:50.35 |
``Erik |
with frequent commits... |
19:50.43 |
Stragus |
Which sounds weird to me, because it seems
like a whole block to be written all at once |
19:50.56 |
vasc |
well it would only take a couple of days to do
the gpu grid traversal but i think its a waste of time |
19:50.57 |
``Erik |
mal: burger says you visited him? how crazy is
he? :D |
19:51.20 |
Stragus |
Oh, I went to Australia and met Burga like...
8 years ago? |
19:51.36 |
Stragus |
Seemed pretty normal I guess :) |
19:51.36 |
``Erik |
hah, damn, I had no idea :) |
19:52.21 |
Stragus |
He didn't seem like a true and dedicated
geek |
19:52.33 |
``Erik |
<-- is sitting at a linux box running X,
seems so weird (burning in a new laptop battery) |
19:52.58 |
``Erik |
he did a stint in the assie military, that can
rip the geekiness out of one, I'd think? |
19:53.07 |
Stragus |
vasc, I fully agree with not doing stuff that
will have to be rewritten anyway |
19:53.09 |
*** join/#brlcad smile
(~smile@202.164.45.212) |
19:53.18 |
Stragus |
``Erik, probably! |
19:53.52 |
vasc |
the current code uses mailboxing. so it has
this per ray bitset with the size of the number of
primitives... |
19:53.56 |
vasc |
now wait a mine |
19:53.58 |
vasc |
minute |
19:54.10 |
vasc |
now that i think about it the grids can
probably work |
19:54.39 |
``Erik |
vasc: have you discussed what to work on with
your mentor? "pencils down" is coming up |
19:54.56 |
vasc |
coz this is a csg raytracer the number of
primitives in a scene is usually kind of low. i mean the goliah has
like 300 primitives |
19:55.10 |
vasc |
a bitset per ray for that isn't that big and
can probably be stored in shared memory |
19:55.45 |
``Erik |
'real' geometries are typically something in
the 1000's or 10000's range iirc |
19:56.27 |
Stragus |
Darn no, don't use a bitset per ray |
19:56.57 |
Stragus |
I have no weight whatsoever on what you should
work on, but I have strong opinions regarding not doing work that
someone will have to rewrite anyway |
19:57.14 |
Stragus |
So, whatever is written should ideally be good
code |
19:57.34 |
vasc |
well it if was a triangle raytracer the
mailboxing wouldn't work because the bitset would take too much
memory |
19:57.43 |
vasc |
you can have tens of millions of
triangles |
19:58.14 |
vasc |
are those geometries that size in number of
solids alone or are you counting the pieces as well? |
19:58.28 |
Stragus |
A proper partitionning strategy will never
require tracking bitsets per ray |
19:58.48 |
Stragus |
Please do that. <disclaimer>I have no
say on the matter.</disclaimer> |
19:58.56 |
Stragus |
Please *don't* do that. :) |
19:59.09 |
vasc |
10000*38/1024 |
19:59.16 |
vasc |
that's like 371K of RAM |
19:59.25 |
vasc |
ioh crap |
19:59.30 |
vasc |
i forgot the workgroup size |
19:59.46 |
Stragus |
waves a giant "Bad Idea"
flag |
19:59.48 |
vasc |
371 MB |
20:00.01 |
vasc |
wait a second |
20:00.23 |
vasc |
so its like 10000/8*1024/1024 KBs |
20:00.40 |
vasc |
1.22 MBs |
20:00.58 |
vasc |
its like 10000 solids, 8 bits per byte,
workgroup size 1024, convert to KBs |
20:01.23 |
vasc |
well that won't fit into shared
memory |
20:01.32 |
Stragus |
That's a huge amount of memory to *clear*
before tracing every single ray |
20:01.45 |
Stragus |
It implies a ton of extra loads/stores that
should be unnecessary |
20:01.54 |
vasc |
so we would just blow the 256KB or whatever
GPU cache with the mailboxes in global memory |
20:02.24 |
vasc |
yes that's why i thought it would be cheaper
to redo the computations over |
20:03.13 |
vasc |
even if we have to recompute intersections 3-4
times |
20:03.21 |
vasc |
at least it doesn't trash the cache |
20:03.34 |
Stragus |
The proper solution is object-based
partitionning |
20:03.43 |
vasc |
yes we had discussed that |
20:03.54 |
Stragus |
If you don't have time to do that, I would
suggest no partitionning whatsoever. Put all object into a big
list |
20:03.58 |
vasc |
anyway i need to discuss this with
brlcad |
20:03.59 |
Stragus |
And let someone else do that part |
20:04.11 |
vasc |
i already have that |
20:04.15 |
Stragus |
Good |
20:04.31 |
vasc |
the routines to store a list in memory and the
routines to intersect a primitive in memory given its
index |
20:05.47 |
vasc |
i can check the amount of duplicate
intersections on goliath and do some tests like that i
guess |
20:06.47 |
Stragus |
Do you have a single kernel launch to trace a
bunch of rays, intersect all objects (from a single fat list), then
return lists of hits? |
20:06.56 |
Stragus |
I think that would be a very good intermediary
step |
20:07.28 |
Stragus |
Then someone can insert partitionning while
keeping the rest of the code |
20:07.49 |
vasc |
nah. that isn't coded yet. it seems like a
reasonable approach. but i would need to compute intersections
twice to know the size of the list of hits to allocate. |
20:08.21 |
Stragus |
That's a reasonable intermediary
step |
20:08.24 |
vasc |
which is still going to be less duplicate
intersections than not using the mailboxing |
20:08.35 |
vasc |
i bet |
20:08.54 |
vasc |
yeah it seems a good idea |
20:09.36 |
Stragus |
Alternatively, just return hits in some
"inlined callback" function, returns 0 to terminate rays, then
someone can plug some buffering code in there |
20:09.42 |
vasc |
i had a pseudo code for that |
20:09.48 |
Stragus |
Cool |
20:11.09 |
vasc |
compute the intersections for all opencl
primitives once to determine the size of the list of hits, allocate
that, compute the hits again and fill the list, copy the list to
the cpu, then compute the intersections fort the non-opencl
primitives and merge the intersections of host and device
primitives |
20:11.49 |
Stragus |
I would drop the part about non-opencl
primitives and merging intersections |
20:11.52 |
vasc |
then everything else would be done in the
cpu |
20:11.59 |
Stragus |
It's all code that someone will have to throw
away when all is ported to OpenCL |
20:12.05 |
vasc |
well the boolean weaving is kind of
complicated |
20:12.39 |
vasc |
well |
20:12.40 |
Stragus |
Fine, keep that on the CPU |
20:13.41 |
vasc |
it's like this. if i only did a first shot
intersector i could discard a lot of results and not need to figure
out the size of the list of hits and so on |
20:13.58 |
vasc |
coz you only need one hit per ray |
20:14.31 |
vasc |
the thing is it doesn't solve the general
problem in a good way. but it can probably render scenes
quick |
20:14.56 |
Stragus |
The idea is not to write a first hit
code |
20:15.04 |
Stragus |
But to use a callback function which may
return 0 to terminate the ray |
20:15.19 |
vasc |
i think Sean suggested that as an alternative
at one point |
20:15.20 |
Stragus |
And in your code, you terminate the ray right
there, unless you have time to do the buffering part |
20:15.36 |
Stragus |
These are good incremental steps, because no
one will have to throw away code later on |
20:15.37 |
vasc |
i can't use function pointers in
opencl |
20:15.50 |
vasc |
i can call some function but the thing
is |
20:15.56 |
Stragus |
It's a figure of speech, you don't want an
actual function pointer |
20:16.11 |
vasc |
its like i said you need to redo the
intersections twice to compute the size first |
20:16.20 |
vasc |
so i don't think it would add
anything |
20:16.48 |
Stragus |
You don't *need* to do that... but it's a
reasonable temporary resolution, because it doesn't involve much
extra code |
20:16.48 |
vasc |
you would do it like this in a later
version: |
20:17.16 |
vasc |
you compute the intersections passing NULL as
a buffer to store results. the kernel returns the number of
intersections computed |
20:17.21 |
Stragus |
Later on, someone will throw that away to
instead buffer hits in some global static buffer allocated through
atomics |
20:17.39 |
vasc |
then you allocate the buffer with that size
and call the intersection function again |
20:18.17 |
vasc |
its a bit more complicated than that because
its per ray |
20:18.24 |
vasc |
so i would need a prefix sum
somewhere |
20:18.27 |
vasc |
but its as easy as that |
20:19.09 |
Stragus |
Keep it simple, it's temporary code |
20:19.39 |
vasc |
no this code could work for the general
case |
20:20.45 |
Stragus |
Yes, but it's twice as slow as it should
be |
20:20.50 |
Stragus |
Therefore, it's temporary code |
20:21.06 |
vasc |
the callback would be a great idea if we could
incrementally compute the boolean weaving somehow. but i don't see
how to do that. |
20:21.35 |
vasc |
yeah i know its twice as slow. but the
advantage is no dynamic mallocs |
20:21.57 |
vasc |
its only arithmetic intensive |
20:22.12 |
Stragus |
Twice as slow plus the prefix sum |
20:22.53 |
vasc |
those are kinda quick |
20:23.21 |
vasc |
plus i already have opencl code for prefix
sums in svn trunk |
20:23.43 |
vasc |
calling that would be a line of code |
20:24.00 |
Stragus |
Like I said, it's a viable way to demonstrate
the code is working |
20:24.10 |
Stragus |
But I expect this to be rewritten, it's not
final code |
20:24.26 |
vasc |
yeah and perhaps it wouldn't be slow as
molasses |
20:24.48 |
vasc |
well i don't see a way of doing the 'final
code' differently unless the boolean weaving can be computed
incrementally. |
20:25.13 |
vasc |
and i think that's probably SIGGRAPH paper
material |
20:25.18 |
vasc |
probably |
20:25.40 |
vasc |
i was actually reading about that the other
day |
20:26.19 |
vasc |
"CST: Constructive Solid Trimming
for |
20:26.19 |
vasc |
rendering BReps and CSG" |
20:27.50 |
vasc |
"CST: Constructive Solid Trimming for
rendering BReps and CSG", John Hable and Jarek Rossignac |
20:28.12 |
vasc |
so... |
20:29.32 |
vasc |
i didn't read it that profoundly but i think
they use the stencil buffer. |
20:30.30 |
vasc |
i think it renders the scene in object
order |
20:30.39 |
vasc |
so its kinda like a rasterization
technique |
20:35.49 |
vasc |
i think there's no 100% future proof design we
can do until we figure out how to do the boolean weaving on the
gpu |
20:36.03 |
Stragus |
Right, keep that on the CPU for now |
20:36.25 |
vasc |
but it could be useful to have a proof of
concept that shows how faster the gpu side rendering can
be |
20:36.36 |
vasc |
for that a first hit intersector would do
it |
20:37.10 |
Stragus |
That will also require proper scene
partitionning, which is a massive amount of work |
20:37.24 |
Stragus |
Everybody knows GPUs are fast, no need to
demonstrate that :p |
20:38.03 |
vasc |
well it would probably provide more motivation
for people to work on this if they saw something that had some kind
of direct user impact |
20:38.17 |
``Erik |
pheer my intel g41 gpu, tremble before it's
might :D |
20:39.00 |
vasc |
actually the current kernel call intensive
code is probably faster running the opencl on the CPU than the GPU.
coz it doesn't do as many bus transfers. |
20:39.12 |
vasc |
whaka whaka |
20:39.39 |
Stragus |
I use dual-GTX 590, 4 GPUs on two boards,
yar! |
20:40.15 |
Stragus |
Old GPUs, but it's the last architecture that
Nvidia made for true compute. And it's still faster than any more
recent hardware at double precision o.O |
20:41.00 |
``Erik |
http://www.videocardbenchmark.net/gpu.php?gpu=Intel+G41+Express+Chipset |
20:41.01 |
Stragus |
4 GPUs is also great to test code
scalability |
20:41.36 |
Stragus |
No idea what these numbers are, but it does
not look good |
20:42.00 |
vasc |
wikipedia says 2488.3 GFLOPS FMA for the
GTX-590 |
20:42.16 |
vasc |
but i think that's SP FLOPS |
20:42.25 |
vasc |
what's the DP FLOPS ratio? |
20:43.08 |
Stragus |
1 to 4, the best ratio |
20:43.27 |
``Erik |
plain gtx-590 is 4000 on that benchmark site,
a little more than my 62 ;) |
20:43.38 |
Stragus |
Or 1 to 2? |
20:44.07 |
Stragus |
``Erik, it's two GPUs on the same board,
OpenGL can't properly use two GPUs at the same time |
20:44.10 |
vasc |
in that case I think the Titan Z is
faster. |
20:44.18 |
vasc |
https://en.wikipedia.org/wiki/GeForce_700_series |
20:44.26 |
vasc |
2707 DP GFLOPS |
20:44.42 |
vasc |
a lot of wasted potential but still
faster |
20:46.22 |
vasc |
i think that intel chipset doesn't have OpenCL
support |
20:46.37 |
Stragus |
Fermi was an amazing compute
architecture |
20:46.45 |
Stragus |
Kepler was pure gaming, and Maxwell... kind of
half way |
20:47.04 |
vasc |
no the Maxwell is the pure gaming |
20:47.06 |
vasc |
the Kepler is ok |
20:47.26 |
vasc |
I have a Kepler |
20:47.27 |
vasc |
GK110 |
20:47.55 |
vasc |
maxwell has 1/32 the DP FLOPS |
20:48.28 |
Stragus |
The Kepler's general cache is atrociously
bad |
20:48.31 |
vasc |
like the TITAN X 192 DP GFLOPS and 6144 SP
FLOPS |
20:48.49 |
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20:48.58 |
Stragus |
When I ported my code from acessing memory
directly to using the texture cache, it became 2.3 times
faster! |
20:49.26 |
vasc |
compare with the Kepler TITAN Z: 8122 SP
GFLOPS and 2707 DP GFLOPS |
20:49.56 |
vasc |
the Kepler has a lot more DP FLOPS |
20:50.02 |
vasc |
the Maxwell (the latest one) is crap at
DP |
20:50.20 |
Stragus |
At least the general cache is not utter
garbage |
20:50.46 |
vasc |
Fermi, Kepler, Maxwell |
20:50.49 |
vasc |
I have the Kepler |
20:51.03 |
vasc |
they just keep nerfing the DP |
20:56.57 |
vasc |
oh neat. i found a bug in my code when i use
AMD OpenCL. |
20:57.42 |
vasc |
it doesn't search the current path for
includes like the NVIDIA compiler |
20:57.51 |
vasc |
brilliant |
20:59.36 |
Stragus |
-I./ ? |
21:01.13 |
vasc |
yeah -I. works |
21:04.09 |
Notify |
03BRL-CAD:vasco_costa * 65875
brlcad/trunk/src/librt/primitives/primitive_util.c: add current
path for opencl includes or the AMD OpenCL won't find
them. |
21:04.45 |
vasc |
elapsed = 58.6581 sec |
21:04.56 |
vasc |
i think the GPU takes like ten times
that |
21:05.01 |
vasc |
coz of the bus transfers |
21:05.14 |
vasc |
i wonder if its quicker than the non-opencl
one |
21:06.57 |
vasc |
it does use vector SSE |
21:07.20 |
Stragus |
Don't worry about performance at this
point |
21:07.35 |
Stragus |
Performance will be terrible until all piece
of the puzzles have been written properly |
21:09.52 |
vasc |
its just a matter of recompiling and testing
it |
21:11.01 |
vasc |
elapsed = 58.6581 sec |
21:11.02 |
vasc |
lol |
21:11.13 |
vasc |
elapsed = 1.24892 sec |
21:11.41 |
vasc |
too much overhead |
21:13.11 |
vasc |
it's an OpenCL decelerator now |
21:14.14 |
Stragus |
Stop worrying :p |
21:14.27 |
vasc |
its still good to know the scale of
things |
21:14.38 |
vasc |
i kinda expected to do more by now |
21:14.55 |
vasc |
man i never thought those primitives had so
much code to port |
21:15.20 |
vasc |
most of it was straightforward but still i had
to hunt it down all over the place |
21:15.55 |
vasc |
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vasc |
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vasc |
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21:15.56 |
vasc |
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21:15.56 |
vasc |
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21:15.56 |
vasc |
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21:15.58 |
vasc |
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21:16.00 |
vasc |
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21:16.02 |
vasc |
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21:16.04 |
vasc |
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21:16.06 |
vasc |
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21:16.18 |
vasc |
the sph_shot.cl was the one that was done
before for comparison. |
21:17.08 |
vasc |
and that's not counting the glue code and
serialization code and crap like that |
21:17.17 |
vasc |
none of the ANSI C bits |
21:21.15 |
vasc |
i'll just work on the first hit renderer
then. |
21:21.34 |
vasc |
at least until i hear more from
brlcad |
21:22.11 |
vasc |
that will port the entire rendering pipeline
in a really simple way |
21:22.19 |
vasc |
i won't do any spatial acceleration
whatsoever. |
21:22.53 |
vasc |
which reminds me we don't compute normals on
the gpu side yet |
21:22.56 |
vasc |
:-P |
21:24.07 |
vasc |
oh well black will do for now |
21:24.16 |
vasc |
or white |
21:39.16 |
Notify |
03BRL-CAD:carlmoore * 65876
brlcad/trunk/src/util/bwdiff.c: switch a line to make the files
look more alike, although there are other differences which
probably cannot be resolved |
21:42.27 |
Notify |
03BRL-CAD Wiki:101.208.40.51 * 9282
/wiki/User:Hiteshsofat/GSoc15/log_developmen: |
21:46.04 |
Notify |
03BRL-CAD:carlmoore * 65877
(brlcad/trunk/src/util/bwfilter.c
brlcad/trunk/src/util/pixfilter.c): fix comment for sake of
uniformity |
21:54.31 |
Notify |
03BRL-CAD Wiki:Konrado DJ * 9283
/wiki/User:Konrado_DJ/GSoc2015/logs: /* 11 AUGUST 2015 */ |
21:57.20 |
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