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chroma
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Chroma is a high performance optical photon simulation for particle physics detectors
Anthony LaTorre
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2011-08-15
merge
Anthony LaTorre
2011-08-15
woops. dot product should be clamped to [-1.0,1.0].
Anthony LaTorre
2011-08-15
fix nan bug by clamping dot() of surface normal and -photon direction to [0.0...
Anthony LaTorre
2011-08-14
Rewrite the color_solid function in gpu.GPU (and associated CUDA code)
Stan Seibert
2011-08-13
A faulty optical process can make the position or direction of the
Stan Seibert
2011-08-12
merge
Anthony LaTorre
2011-08-12
do not check child nodes of a node at which the distance to the bounding box ...
Anthony LaTorre
2011-08-12
Use an input and output photon queue in order to consolidate all the
Stan Seibert
2011-08-11
No need for __noinline__ now that kernel caching works.
Stan Seibert
2011-08-11
Switch from texture to float3 array for upper and lower bounds. 10% speed bo...
Stan Seibert
2011-08-10
add the ability to cache a geometry along with its bounding volume hierarchy....
Anthony LaTorre
2011-08-09
merge heads
Anthony LaTorre
2011-08-09
switch to indexing child nodes by start and stop indices instead of start and...
Anthony LaTorre
2011-08-09
Put number of detected photons into charge value for channel.
Stan Seibert
2011-08-09
Store a photon history for each hit channel. If multiple photons hit the
Stan Seibert
2011-08-08
propagate() takes an array of photon offsets and a range of
Stan Seibert
2011-08-08
add a simple event viewer. view events by running ./camera.py <detector_name>...
Anthony LaTorre
2011-08-04
Don't draw a random time delta in the daq kernel unless it is necessary.
Stan Seibert
2011-08-03
Merge with Tony
Stan Seibert
2011-07-30
you can rotate just the camera by holding the control key and take movies by ...
Anthony LaTorre
2011-07-30
when throwing photons from the light source out onto the scene, photons are n...
Anthony LaTorre
2011-07-28
Increase alpha depth for complex models. Remove intermediate rounding
Stan Seibert
2011-07-27
camera automatically increases render quality when it is not being moved
Anthony LaTorre
2011-07-26
added a camera class which is able to render using the simple ray tracer or t...
Anthony LaTorre
2011-07-25
moved triangle colors to a separate global device array so that the ray trace...
Anthony LaTorre
2011-07-21
pull random number generator states out of the photon struct; this allows you...
Anthony LaTorre
2011-07-21
hybrid monte carlo render now distinguishes between the two different sides o...
Anthony LaTorre
2011-07-20
in the previous commit i wrongly edited the code to reflect/transmit across a...
Anthony LaTorre
2011-07-20
pulled a lot of the photon propagation code out of src/kernel.cu into src/pho...
Anthony LaTorre
2011-07-19
removed STL pmt models; pmt models are now built by calling rotate_extrude() ...
Anthony LaTorre
2011-07-10
added a hybrid monte carlo ray tracing rendering algorithm
Anthony LaTorre
2011-06-24
argument '-j' to threadtest.py now specifies a list of device ids to be used....
Anthony LaTorre
2011-06-24
speedup mesh intersection by skipping directly to the child node of nodes wit...
Anthony LaTorre
2011-06-23
move photon initialization to the gpu. it's unclear if this is a speed improv...
Anthony LaTorre
2011-06-22
Start jittering the PMT times in the DAQ simulation.
Stan Seibert
2011-06-22
Switch from float4 to float3 for vertices.
Stan Seibert
2011-06-22
Fix accidental reuse of absorption_length when computing scattering length.
Stan Seibert
2011-06-21
Switch vertex list on GPU from a texture to a standard device array.
Stan Seibert
2011-06-21
A GPU-side "DAQ" implementation that identifies the first photon on each chan...
Stan Seibert
2011-06-20
pack material and surface indices into the fourth byte of the triangle array ...
Anthony LaTorre
2011-06-19
reverse the face orientation on all triangles in the stl files exported from ...
Anthony LaTorre
2011-06-18
change curandstate array length to 100,000. gputhread.run() now correctly ini...
Anthony LaTorre
2011-06-17
visually tested optics code. added models of the inner and outer meshes for t...
Anthony LaTorre
2011-06-12
added some fun models; added some untested code to implement absorption, scat...
Anthony LaTorre
2011-06-07
Switch triangle texture to device array, use int32 and float32
Stan Seibert
2011-06-03
load material/surface index lookup arrays to the gpu and bind them to texture...
Anthony LaTorre
2011-06-03
load materials/surfaces onto the gpu
Anthony LaTorre
2011-06-02
material/surface codes or color are packed into the fourth byte of the triang...
Anthony LaTorre
2011-06-02
triangle mesh is now stored everywhere as a split list of vertices and triangles
Anthony LaTorre
2011-06-01
first step towards moving to a new mesh/solid/geometry structure
Anthony LaTorre
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