Difference between revisions of "Code Sprint 2015-09-01"
Jump to navigation
Jump to search
Line 1: | Line 1: | ||
[[File:CodeSprint_2015_09_GroupPhoto.jpg|800px]] | [[File:CodeSprint_2015_09_GroupPhoto.jpg|800px]] | ||
+ | |||
+ | Our first code sprint was held on September 1-2, 2015 and was hosted at Lawrence Livermore National Laboratories. We had a group of over 20 people that ranged from folks interested in VTK-m to experts in device hardware and software to the core VTK-m developer team. During these two days we tackled many programming challenges. Below is a summary of some of the tasks address and their status at the end of our time. | ||
{| | {| |
Revision as of 20:25, 2 September 2015
Our first code sprint was held on September 1-2, 2015 and was hosted at Lawrence Livermore National Laboratories. We had a group of over 20 people that ranged from folks interested in VTK-m to experts in device hardware and software to the core VTK-m developer team. During these two days we tackled many programming challenges. Below is a summary of some of the tasks address and their status at the end of our time.
Work | Status |
---|---|
Example of Isocontour and Rendering (in Examples directory) | Merged |
Optimized Uniform Point Coordinates | Merged |
Improvements of thrust inclusive scan on Darwin | Merged |
Tracked down 20% performance reduction in isosurface | 15% recovered |
General hexahedra isosurface | Merge request |
Generate hexahedra and tetrahedra data sets of any size | Merge request |
Proxy simulation wrapping | Ran worklet, rendered externally |
OpenGL interop example | Interactive rendering, curated by Rob M. |
Cell to point topology map | Merged |
Composite vectors for coordinate systems | In progress |
Vertex clustering improvements | Merge request |
Fixed isosurface bug | Merged |
Built independent project example | Initial prototype, more work in progress |
Thrust sort perform better | Merge request |
Point locator acceleration structure | In progress |
Notes for textbook | |
Integrated to Leslie 3D | |
In progress | |
Ray tracing | Oh, God, so close! |