Posts Tagged ‘opencl’

2010 visual experiments

January 7th, 2011

Happy new year everyone!

2010 was a year full of visual experiments for me, I hope that you like what you see on this blog. In this post I’m making a little overview of all visual experiments created by me during this year. This is an opportunity to catch-up something you’ve missed! I’d like also to thanks some person that have been helping me too:

Visual experiments created in 2010:

During this year I have added some features to Ogre3D:

  • ArToolKitPlus: augmented reality marker-based system
  • Cuda: for beginner only (at least advanced user could grab some useful code)
  • OpenCL: for beginner only (at least advanced user could grab some useful code)
  • Html5 Canvas: implementation based on skia for graphics and V8 for javascript scripting
  • Kinect: this is a very hacky solution, I’ll improve it later

I also have learned GPGPU programming by myself while coding a partial GPUSurf implementation based on Nico Cornelis paper. But this implementation is not complete and I’m willing to rewrite it with a GPGPU framework based on OpenGL and CG only (not Ogre3D). With such a framework writing Sift/Surf detector should be easier and more efficient.

I have created some visual experiments related to Augmented Reality:

My outdoor 3D tracking algorithm for augmented reality needs an accurate point cloud: this is why I’m interested in structure from motion and I’ve created two SfM toolkit:

Posts published in 2010:

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Ogre::OpenCL and Ogre::Canvas

May 9th, 2010

This is a short post to show stuff I’m working on. After announcing Ogre::Cuda to the Ogre Community I have realized that OpenCL could interest more people… Although I never get a chance to play with OpenCL I have created another library very similar to Ogre::Cuda but this time for OpenCL. Ogre::OpenCL is still in a very experimental stage but you can grab it from my google code or get more information from the demo page. I’m also wondering if I could create another library that would help GPGPU in Ogre3D. Indeed GPGPU computation is not that easy to setup, you have to :

  • create RenderTarget texture
  • desactivate auto update on the render target
  • add a viewport with a camera
  • add a compositor to the viewport
  • add a listener to the compositor (optional)
  • manualy call update() to do the computation

That’s why I was thinking in creating a library to do all this things in a more user friendly manner, will see …

I also have decided to anounce Ogre::Canvas. This is my Html5 canvas API implementation for Ogre3D. In short, you get a Canvas context on which you can call standard 2D functions (lineTo, moveTo, fill, stroke, …) and once you want an update, the Canvas context is uploaded to an Ogre::Texture. Furthermore, I have implemented a Javascript binding using V8 that is identical to the Html5 Canvas specification. So the same javascript code used in browser can be executed by Ogre::Canvas (with minor tweaks). You’ll get more information on the demo page.

And I have finally managed to translate my resume in English.

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