Ray-Triangle Intersection with OpenCL and OpenGL

>> Saturday, October 1, 2011

I agree with Tom Olson that the killer app for OpenCL is graphics acceleration, particularly involving physics and computational geometry. When programmers see how much they can accomplish on the GPU with OpenCL, I think they'll put aside their CPU-centric code.

To demonstrate how this works, I've coded an application that uses OpenCL to compute ray-triangle intersection. More specifically, I've implemented the Möller-Trumbore method using OpenCL-OpenGL interoperability. 3-D applications need to compute ray-triangle intersection quickly because it identifies which object in the model the user clicked.

I've written a knol on the subject here, and it discusses the theory of the Möller-Trumbore method and how to implement it using both C and OpenCL. I've uploaded an example application here. The application reads mesh data from a COLLADA file, renders ten spheres with OpenGL, and then uses OpenCL to determine which sphere the user clicked on. So far, the application has passed every test I've given it.

I'm mostly happy, but there's one improvement I need to add. Currently, when the user clicks on the rendering, the application executes a kernel for every figure in the model. The kernel's work-items process the triangles of the figure in parallel, and this provides solid performance. But it would be better to have the kernel process every triangle in the figure at once. The code gets ugly because each figure's VBO needs to be made a kernel argument. But I think the performance improvement will be worth the hassle.


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