Jul 20, 2010


Before I even did something with CUDA, I have decided to move to OpenCL. Just because I prefer the GLSL-like approach to load program instead of using an additional dedicated compiler. I am close to finish my C++ library with nice classes encapsulating OpenCL objects (And I am using the C interface). It looks really like what I did for my Shader manager (like in the demos on my personal website). I will post it here soon in case someone want to get it and modify it. Also, choosing OpenCL is for the ability to use any platforms, not only nVidia. The current problem is that I don't have a single clue about how ATI parallel architecture is (their Stream Computing technology).

In addition to a review and my PhD thesis I have to finish writing, I am also preparing my travel to Los Angeles for SIGGRAPH 2010. I will post my schedule tomorrow in a second post.

- a nice real-time CUDA ray-tracer called brigade.
- a new A-Buffer method using per-pixel linked list to manage dynamic allocation of pages containing depth layers. In OpenGL! :)


  1. Are you aware there is an official C++ wrapper for OpenCL available from Khronos? See


  2. Thank you, but yes I am aware of that. Indeed, I prefer to use the OpenGL-like C interface with my own classes above it. :) However, who knows, maybe I will change my mind for the C++ wrapper someday...