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Path: eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Lawrence D'Oliveiro <ldo@nz.invalid> Newsgroups: comp.arch Subject: Re: Misc: Applications of small floating point formats. Date: Sat, 3 Aug 2024 00:07:15 -0000 (UTC) Organization: A noiseless patient Spider Lines: 24 Message-ID: <v8jsbj$32llf$3@dont-email.me> References: <v8ehgr$1q8sr$1@dont-email.me> <v8eloq$1qs1a$1@dont-email.me> <v8flo3$23t8l$1@dont-email.me> <v8h4iv$2e5g0$4@dont-email.me> <v8h8hv$2epjk$1@dont-email.me> <v8hg7p$2k3mm$1@dont-email.me> <v8hok5$2lec3$1@dont-email.me> <v8hruh$2m1tt$1@dont-email.me> <v8hv6d$2mklf$1@dont-email.me> <v8i709$2o7ho$1@dont-email.me> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Injection-Date: Sat, 03 Aug 2024 02:07:15 +0200 (CEST) Injection-Info: dont-email.me; posting-host="461a22efc661e416b053d4dcc2a44527"; logging-data="3233455"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX18zqJYebbUqJyuaFRUvxh+c" User-Agent: Pan/0.159 (Vovchansk; ) Cancel-Lock: sha1:X/tMVnvAeqKbPXYw+aXf3XFldt8= On Fri, 2 Aug 2024 03:56:35 -0500, BGB wrote: > For batch rendering, it doesn't really need to be efficient though. Of course it does. Ray-traced renderers can compute hundreds or thousands of rays per pixel, taking anywhere from minutes to hours per frame. This is how you produce those cinema-quality 4K (or even 8K) frames. Anything that can shave a little bit off the time for a single ray computation can very quickly add up. > General strategy would be to setup a context, render to the context, and > then fetch the rendered image using glReadPixels or similar. > > The "glReadPixels()" function is not exactly new... Almost verging on useless, in my (albeit limited) tests. OpenGL, Vulkan and the like are targeted towards on-screen rendering, and that’s what you should stick to using them for. Don’t confuse this with the fact that programmable GPUs are adaptable to run SIMD-oriented compute APIs like OpenCL/SYCL (and their proprietary rivals), and that these are commonly used to implement high-quality offline renderers like those I mentioned above. These have nothing to do with OpenGL.