>> Sunday, January 29, 2012
I'm making progress coding an application to evaluate non-uniform rational B-splines (NURBS) on the GPU using OpenCL-OpenGL interoperability. NURBS processing is one of the most computationally-intensive tasks of modern CAD tools and the theory isn't easy, but my main problem is code complexity: the application uses Qt, OpenCL, and OpenGL, but because the three APIs are so different, I can only keep two of the three in mind at any time.
My goal is to develop an open-source solid modeling tool with greater capability and better performance than ACIS or Parasolid. I know there's a lot of disagreement regarding OpenGL vs. Direct3D, but once people see the power of combining OpenGL and OpenCL, I think they'll be stunned.