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SmallLuxGPU 2.0 Preview (OpenCL)

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Uploaded by on Jun 4, 2011

SmallLuxGPU is a LuxRays (http://www.luxrender.net/wiki/index.php?title=LuxRays) demo and a LuxRender (http://www.luxrender.net) "proof of concept".

The video was recorded on a i7 860 + 2xHD5870 + HD5850 at the resolution of 1920x1200.

SmallLuxGPU and LuxRays are released under GPL license and the sources are available at http://src.luxrender.net/luxrays/. Precompiled binaries are available on LuxRender forums (check the section dedicated to GPU acceleration).

SmallLuxGPU 2.0 renderer is 100% written in OpenCL (http://www.khronos.org/opencl/).

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Uploader Comments (Dade916)

  • Posso sapere che scheda video hai? Dovrei acquistare un portatile che supporti le gpu e ho paura di fare una scelta sbagliata, avresti qualche consiglio da darmi.

    Ti ringrazio :)

  • @TheCavetto Il video e' stato registrato su PC con 2xHD5870 + HD5850

  • is it possible to set an end time or it will just keep rendering forever? would be useful for rendering animation if there is an end time. nevertheless this is awesome!

  • @leezhieng you can set a cap to the number of samples per pixel or to the total rendering time.

  • @Dade916 so OpenCL is like Nvidia's Cuda but open to any gpu?

  • @Thet3 Yes, exactly, it is like CUDA but it is an open standard endorsed by Apple, Intel, AMD, NVIDIA, etc.

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All Comments (28)

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  • @Dade916 Io in questo momento ho un ATI Mobility Radeon HD 5650, è possibile installare il supporto per OpneCL? Riuscirei a far girare SmallLux?

    Grazie ancora :)

  • @Thet3 OpenCL is processed on the GPU specifically, not specialized shaders(CUDA).

  • @Dade916 I was wondering because I was reading an article saying AMD is betting everything on openCL.

    I really wonder how this will benefit gaming more in the future. I wonder what would happen if a game was made using a lot of openCL. Would DX11 still be needed?

  • @Bloodhammer1967 That is your opinion, and an utterly useless comment to this video. If you want SLG for Maya, go contribute to the exporter and shut up.

  • @eveleenbr

    Uhh AO, Specular light, reflections, refractions, caustics are all part of the render method: Unbiased Ray Tracing. Any natural light effect you can think of is what raytracing excels at, albeit with a little time, or in GPU rendering, alot less time. Try google it. Sure Textures will take some memory, but no need for all those effect maps.

    For non rigid objects, I would presume you choose desired position in Blender, and render it in SLG, unless some SLG guys know more?

  • learn Maya. its a much better software.

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