We finally started porting the core of the voxel viewer to the GPU using OpenCL. This is our first debug build after a few hours playing around with it. We don’t fully rasterize the mesh yet nor do we have any textures like we do in the CPU version. And yes there is noise but hey, we’ve just started ;)
Here’s a more interactive video, it shows the model being scaled through voxelspace.
Together with a friend of mine ( Quinten Lansu ) I started a new project which will also be part of an assignment in our GPU programming course. Our idea is to create modelviewer which doesn’t show meshes the normal way but convert it to voxels on the GPU or CPU ( depending on the settings ) in realtime.
An update from my previous post, clients are now fully reconized and stored by the server. Here’s the view as of 11:57pm, this shows the server running in the background and a client connecting to the server and showing up in the list. This might seem like nothing but it’s actually some work to get this all working properly with clients connecting and disconnecting the whole time.
I’ve started a project with 2 friends, Martijn and Wessel. It started as a college assignment but we took it a bit further. My initial idea was to do something that is network distributed in terms of rendering, kinda like a renderfarm for example.
I initially thought about raytracing which is quite nice to have at a decent speed and gives fancy results to look at. Martijn opted for a pathtracer.
For a project I’m doing I needed a webcam. The only I have is possibly from the stone age so I feared problems with drivers. My fear was confirmed when I went and plugged it in and got the what-the-hell-is-this-thing sound from Windows. I’m using Windows 7 so there was a hope of it possibly having a driver available for it as it does for most things I plug in to the USB.
I went on the Labtec website to check whether there were any drivers available. There were… for Window XP and Vista… *cringe*. So it seems they don’t feel like supporting their products, sadly.