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[MANTA] SSE performance


Chronological Thread 
  • From: Aaron Knoll <knolla@cs.utah.edu>
  • To: manta@sci.utah.edu
  • Subject: [MANTA] SSE performance
  • Date: Mon, 17 Jul 2006 15:52:14 -0600

Hi everyone (especially James and Steve) -

Thiago and I were talking a bit about Manta. Ideally, we'd like to port the DynRT grid code to Manta and use that as a permanent framework for our research.

Unfortunately, Manta has a ways to go before that works. Back in June I was experimenting with the SSE frustum/octree code in Manta, and it generally performed about 1/5th the speed it did under icc and linux. I spent a good week trying to get the SSE code performing before I gave up.

I'm not sure where the problem is; I suspect alignment in RayPacket could be the culprit but I'm not positive. There are other issues; for example we really need a way of generating packets of square tiles, and quickly determining corner rays for frusta traversal.

Could someone (maybe James?) devote some time to fully porting the DynRT RayPacket and renderer code into Manta? At this point, the DynRT grid and BVH are well-tested and known to work fast. Once that is in there, and performing on par with DynRT, then we'd have no problem abandoning DynRT and merging into Manta.

Hope this request isn't too forward; really I want to work on Manta as much as possible but I'd prefer not to spend a lot of time troubleshooting SSE architectural issues as long as DynRT is working and Chuck's trying to squeeze research out of me :)

-Aaron





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