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	<title>Comments for Rubén Penalva&#039;s Blog</title>
	<atom:link href="http://www.rpenalva.com/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.rpenalva.com/blog</link>
	<description>Computer graphics, tech demos and another thoughts...</description>
	<lastBuildDate>Thu, 29 Jul 2010 09:05:14 +0000</lastBuildDate>
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	<item>
		<title>Comment on Test: GPU Quadratic Curve Rendering by wholesale sunglasses</title>
		<link>http://www.rpenalva.com/blog/?p=107&#038;cpage=1#comment-6084</link>
		<dc:creator>wholesale sunglasses</dc:creator>
		<pubDate>Thu, 29 Jul 2010 09:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=107#comment-6084</guid>
		<description>Nice</description>
		<content:encoded><![CDATA[<p>Nice</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Test: CUDA Volume Raycasting by Jean Luck</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-4234</link>
		<dc:creator>Jean Luck</dc:creator>
		<pubDate>Sun, 16 May 2010 15:36:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-4234</guid>
		<description>it&#039;s doesn&#039;t work :( 

i still have the same problem, i think it depend of the variable SIZE set to 4294967295.

Can I resolve this kind of problem please</description>
		<content:encoded><![CDATA[<p>it&#8217;s doesn&#8217;t work :( </p>
<p>i still have the same problem, i think it depend of the variable SIZE set to 4294967295.</p>
<p>Can I resolve this kind of problem please</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Test: CUDA Volume Raycasting by Ruben Penalva</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-4219</link>
		<dc:creator>Ruben Penalva</dc:creator>
		<pubDate>Sat, 15 May 2010 11:57:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-4219</guid>
		<description>Hi Jean,
try to set the &quot;Working Directory&quot; of the project to &quot;$(OutDir)&quot;. Thanks! :)

Regards,
Ruben Penalva</description>
		<content:encoded><![CDATA[<p>Hi Jean,<br />
try to set the &#8220;Working Directory&#8221; of the project to &#8220;$(OutDir)&#8221;. Thanks! :)</p>
<p>Regards,<br />
Ruben Penalva</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Test: CUDA Volume Raycasting by Jean Luck</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-4216</link>
		<dc:creator>Jean Luck</dc:creator>
		<pubDate>Sat, 15 May 2010 10:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-4216</guid>
		<description>I have : 

-Windows Vista 32 bits
-NVIDIA GeForce 9300M GS
-Visual Studio 2008
i have this probelm whene i try to execute the project ( Debug Win32) :
Exception non gérée à 0x760142eb dans CUDARayCasting.exe : Exception Microsoft C++ : char à l&#039;emplacement mémoire 0x001df474..

Can you help me please</description>
		<content:encoded><![CDATA[<p>I have : </p>
<p>-Windows Vista 32 bits<br />
-NVIDIA GeForce 9300M GS<br />
-Visual Studio 2008<br />
i have this probelm whene i try to execute the project ( Debug Win32) :<br />
Exception non gérée à 0x760142eb dans CUDARayCasting.exe : Exception Microsoft C++ : char à l&#8217;emplacement mémoire 0x001df474..</p>
<p>Can you help me please</p>
]]></content:encoded>
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	<item>
		<title>Comment on Test: CUDA Volume Raycasting by Stefan</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-4112</link>
		<dc:creator>Stefan</dc:creator>
		<pubDate>Tue, 04 May 2010 07:17:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-4112</guid>
		<description>&gt;Texture mapping (+ free filtering) and extremly
&gt;fast memory and memory caching is what will
&gt;make a GPU run very fast. Even the i7 has
&gt;nothing to compare with that. 

For texture mapping this statement is totally accurate since TM can be effectively implemented on SIMD machine. 

&gt;Even the i7 has nothing to compare with that. 

Volumetric ray casting does not map well to SIMD and best CPU implementations beats badly (order of magnitude) the best GPU VR ray-caster. If you would like I may provide the links so you may compare side-by-side the best from two camps if you have a sufficient hardware and accreditation with respected research facility/university, otherwise you should wait until it becomes a main stream.</description>
		<content:encoded><![CDATA[<p>&gt;Texture mapping (+ free filtering) and extremly<br />
&gt;fast memory and memory caching is what will<br />
&gt;make a GPU run very fast. Even the i7 has<br />
&gt;nothing to compare with that. </p>
<p>For texture mapping this statement is totally accurate since TM can be effectively implemented on SIMD machine. </p>
<p>&gt;Even the i7 has nothing to compare with that. </p>
<p>Volumetric ray casting does not map well to SIMD and best CPU implementations beats badly (order of magnitude) the best GPU VR ray-caster. If you would like I may provide the links so you may compare side-by-side the best from two camps if you have a sufficient hardware and accreditation with respected research facility/university, otherwise you should wait until it becomes a main stream.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Test: CUDA Volume Raycasting by DrManhatten</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-3750</link>
		<dc:creator>DrManhatten</dc:creator>
		<pubDate>Tue, 06 Apr 2010 15:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-3750</guid>
		<description>Don&#039;t believe the hype. The memory and caching for a realistic sized volume set would be terrible on a CPU unless you allign your data structures very well. 

Texture mapping (+ free filtering) and extremly fast memory and memory caching is what will make a GPU run very fast. 
Even the i7 has nothing to compare with that.  Especially if you have to do trilinear filter. This is what GPU&#039;s are best at. CUDA however is a stupid choice for implementing a raycaster since it does not give you any advantages. 

A CPU implementation might be closer in terms of speed when it comes down to isosurface</description>
		<content:encoded><![CDATA[<p>Don&#8217;t believe the hype. The memory and caching for a realistic sized volume set would be terrible on a CPU unless you allign your data structures very well. </p>
<p>Texture mapping (+ free filtering) and extremly fast memory and memory caching is what will make a GPU run very fast.<br />
Even the i7 has nothing to compare with that.  Especially if you have to do trilinear filter. This is what GPU&#8217;s are best at. CUDA however is a stupid choice for implementing a raycaster since it does not give you any advantages. </p>
<p>A CPU implementation might be closer in terms of speed when it comes down to isosurface</p>
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	</item>
	<item>
		<title>Comment on Tech Demo: Volume Rendering of a Computed Tomography by Ruben Penalva</title>
		<link>http://www.rpenalva.com/blog/?p=5&#038;cpage=1#comment-3684</link>
		<dc:creator>Ruben Penalva</dc:creator>
		<pubDate>Thu, 01 Apr 2010 20:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=5#comment-3684</guid>
		<description>Hi Binoy,
thanks for sharing your thoughts. I&#039;m thinking about make a texture based glsl volumetric rendering demo, but not now. Just in case, I published a glsl raycasting test recently with source code. Im sorry but I didnt publish the source code for this demo and Im afraid Im not going to do it. Well, I think the advantages of texture based approaches are built-in filtering, memory bandwith and rasterization speed. Disadvantages are, in my opinion, it depends on geometry (bad for large data sets), its not flexible, it doesnt take samples correctly in a perspective view. In the other hand, raycasting is not geometry bound, take the samples correctly in perspective view, but its not suitable for gpu architecture.

Regards,
Ruben Penalva</description>
		<content:encoded><![CDATA[<p>Hi Binoy,<br />
thanks for sharing your thoughts. I&#8217;m thinking about make a texture based glsl volumetric rendering demo, but not now. Just in case, I published a glsl raycasting test recently with source code. Im sorry but I didnt publish the source code for this demo and Im afraid Im not going to do it. Well, I think the advantages of texture based approaches are built-in filtering, memory bandwith and rasterization speed. Disadvantages are, in my opinion, it depends on geometry (bad for large data sets), its not flexible, it doesnt take samples correctly in a perspective view. In the other hand, raycasting is not geometry bound, take the samples correctly in perspective view, but its not suitable for gpu architecture.</p>
<p>Regards,<br />
Ruben Penalva</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tech Demo: Volume Rendering of a Computed Tomography by Binoy</title>
		<link>http://www.rpenalva.com/blog/?p=5&#038;cpage=1#comment-3668</link>
		<dc:creator>Binoy</dc:creator>
		<pubDate>Thu, 01 Apr 2010 04:22:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=5#comment-3668</guid>
		<description>Have you thought of a GLSL version of this tech demo?
I really liked your interactive way of building the transfer function with full flexibility.
Any chance for me to take a look at that part of your implementation?
I am working on a similar proxy geometry based(view axis aligned) volume visualization using GLSL
Any recommendations or suggestions on the pros and cons with respect to Raycasting Vs Proxy geometry based implementation are welcome and appreciated.</description>
		<content:encoded><![CDATA[<p>Have you thought of a GLSL version of this tech demo?<br />
I really liked your interactive way of building the transfer function with full flexibility.<br />
Any chance for me to take a look at that part of your implementation?<br />
I am working on a similar proxy geometry based(view axis aligned) volume visualization using GLSL<br />
Any recommendations or suggestions on the pros and cons with respect to Raycasting Vs Proxy geometry based implementation are welcome and appreciated.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Test: CUDA Volume Raycasting by stefanbanev</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-3334</link>
		<dc:creator>stefanbanev</dc:creator>
		<pubDate>Fri, 05 Mar 2010 20:19:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-3334</guid>
		<description>&gt; experience with ct reconstruction and volume rendering?

a lot with vr; I&#039;m not in liberty to share it though...

good luck with your experiments with vr/cuda

--sb</description>
		<content:encoded><![CDATA[<p>&gt; experience with ct reconstruction and volume rendering?</p>
<p>a lot with vr; I&#8217;m not in liberty to share it though&#8230;</p>
<p>good luck with your experiments with vr/cuda</p>
<p>&#8211;sb</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Test: CUDA Volume Raycasting by Ruben Penalva</title>
		<link>http://www.rpenalva.com/blog/?p=229&#038;cpage=1#comment-3332</link>
		<dc:creator>Ruben Penalva</dc:creator>
		<pubDate>Fri, 05 Mar 2010 18:53:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpenalva.com/blog/?p=229#comment-3332</guid>
		<description>Hi Stefan,
thanks for posting your comment, I really  appreciate it. 

This implementation is just a test not focus on speed but on using CUDA with something I&#039;m familiar. You can expect really poor times. In the future I will give a try to a pure cpu ray casting algorithm(multithreading + simd).

Do you have experience with ct reconstruction and volume rendering?

Regards,
Ruben Penalva</description>
		<content:encoded><![CDATA[<p>Hi Stefan,<br />
thanks for posting your comment, I really  appreciate it. </p>
<p>This implementation is just a test not focus on speed but on using CUDA with something I&#8217;m familiar. You can expect really poor times. In the future I will give a try to a pure cpu ray casting algorithm(multithreading + simd).</p>
<p>Do you have experience with ct reconstruction and volume rendering?</p>
<p>Regards,<br />
Ruben Penalva</p>
]]></content:encoded>
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