Depth composition of CUDA ray traced images with OpenGL rasterized images

Hello,

I have just finished a humble article on depth composition of CUDA ray traced images with OpenGL rasterized images and wanted to contribute it here. I used CUDA Driver API for CUDA/OpenGL interop.

Potential uses of the described method include drawing (rasterising) a line segment with OpenGL (or ANY object) which is occludable by CUDA ray traced objects which happen to be closer to the camera (and vice versa).

This is how it looks like (see attachment). The gizmos are OpenGL rendered. Some are 100% occluded by Cuda content (around light), others only partially (around the cube).

I just wanted to contribute it here as I hope someone will find it useful. I sincerely hope this won’t be considered a spam message.

Here’s the link:
[url=“http://blog.wachowicz.eu/?p=21”]http://blog.wachowicz.eu/?p=21[/url]

Cheers!
transformation-gizmos.png

Hello,

I have just finished a humble article on depth composition of CUDA ray traced images with OpenGL rasterized images and wanted to contribute it here. I used CUDA Driver API for CUDA/OpenGL interop.

Potential uses of the described method include drawing (rasterising) a line segment with OpenGL (or ANY object) which is occludable by CUDA ray traced objects which happen to be closer to the camera (and vice versa).

This is how it looks like (see attachment). The gizmos are OpenGL rendered. Some are 100% occluded by Cuda content (around light), others only partially (around the cube).

I just wanted to contribute it here as I hope someone will find it useful. I sincerely hope this won’t be considered a spam message.

Here’s the link:
[url=“http://blog.wachowicz.eu/?p=21”]http://blog.wachowicz.eu/?p=21[/url]

Cheers!