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Latest rendered image:

Completed Features

  • Pixel Sampling Strategies:
    • Uniform grid
    • Random
    • Jittered
    • Poisson Disk
    • N-Rooks (Latin Hypercubes)
    • Multi-Jittered
    • Halton point set
  • Warping based pixel filters:
    • Box
    • Tent
    • Gaussian
  • Weight based pixel filters (comparison of some filters):
    • Windowed Sinc:
      • Box
      • Bartlett
      • Welch
      • Lanczos
      • Hanning
      • Hamming
      • Blackman
      • Kaiser
    • Cook
    • Mitchell-Netravali
    • Lanczos
    • Catmull-Rom
    • Cubic B-Spline
    • Quadratic B-Spline
  • Materials:
    • Lambertian
    • Blinn-Phong
    • Perfect Refractor
    • Perfect Reflector
    • Ashikmin/Shirley Anistropic Phong (paper)
    • Dielectrics with:
      • Phong-based incoherent scattering
      • Henyey-Greenstein Phase Function-based incoherent scattering
    • Polished (diffuse substrate with thin dielectric coating)
    • Translucents
    • BioSpec human skin (paper)
    • Ward Isotropic Gaussian
    • Ward Anisotropic Gaussian
    • Cook-Torrance
    • Oren-Nayar
    • Schlick
    • Lambertian luminaire
    • Phong luminaire
    • Data driven BSDF
  • Bump mapping
  • Shaders:
    • Standard (accumulation of ShaderOps)
    • Advanced, similar to standard with per shaderop controllable processing depth and multiple operation types
    • Direct Volume Rendering with:
      • Visualization modes:
        • Averaging
        • Composite
        • Alpha scaled Composite
        • MIP and LMIP
        • ISO surface visualization
      • Gradient estimators
        • Central and Intermediate difference
        • Zucker-Hummel
        • Sobel 3D
      • Spectral and RGB + Alpha transfer functions
      • Deferred shading to any other shader for ISO surface visualization
  • Shader Operations:
    • Ambient Occlusion
    • Area Light
    • Photon Map accessing
    • Direct Lighting (with geometric luminaire sampling)
    • Distributed (Cook) ray tracing
    • Final Gather
    • Path tracing
    • Reflection/Refraction
    • Transparency
    • Subsurface Scattering with diffusion approximation and Beer's law
  • Painters:
    • Uniform color
    • Checker
    • Lines
    • Mandelbrot Fractal
    • 2D and 3D Perlin Noise-based
    • Textures
    • Iridescent
    • Blackbody Radiator
    • Blend
    • Voronoi
  • Texture filtering (comparison):
    • Nearest Neighbour
    • Bilinear
    • Catmull-Rom spline
    • Uniform B-Spline
  • Color spaces (internal color space is defined as a preprocessor setting)
    • RGB
    • CIE XYZ
  • Full Spectral rendering with spectrally dependent properties for all materials
  • Internal color processing is performed at double precision floating point per color component (or wavelength)
  • Cameras:
    • Pinhole
    • Thin lens (depth of field)
    • Fish eye
    • Orthographic
  • Geometric primitives:
    • Sphere
    • Clipped and Infinite plane
    • Circular Disk
    • Triangle mesh (conversion from 3DS, ASE, PLY, RAW or Bezier patches)
    • Torus
    • Cylinder
    • Ellipsoid
    • Bilinear patch
  • Selectable Octree or BSP tree acceleration for triangular meshes
  • Constructive Solid Geometry (experimental)
  • Photon Mapping:
    • Reflective and Refractive caustics
    • Global Illumination using global photon maps + final gather or path tracer
    • Spectral dispersion
    • Shadow photon maps (experimental)
  • Irradiance caching with irradiance gradients for final gather
  • Rasterizers:
    • Basic Pel
    • Spectral integrating (with specifiable RGB transfer functions)
    • Adaptive sampling Pel (based on variance delta convergence)
  • Distributed rendering on heterogeneous clusters
  • Input/Output file formats:
    • High Dynamic Range .HDR
    • PNG (8,16 bit)
    • TGA
    • PPM
    • RGBEA (16bit color channels, 8 bit E, 8 bit Alpha)
  • Custom scene description language with:
    • Chunk-based
    • Multiple nested loops
    • Mathematical expressions (including sin, cos, tan)
    • Access to halton point set quasi random sequences
    • Macro substitution
  • Keyframable animation system
  • Exposure times on cameras with true motion blur, including optional per scanline and per pixel temporally jittered sampling

Future Features (roadmap)


  • 3D Studio MAX integration
  • ABM plant leaf material
  • Generic tissue material
  • Importance sampling radiance maps
  • Displacement mapping via geometric caching
  • Stereoscopic rendering
  • Path Differentials
  • Bidirectional path tracer
  • Metropolis Light Transport
  • Volume caustics and participating media through volume photon maps
  • Volume rendering through path integration
  • Full support for Renderman shaders
  • Full support for Renderman .RIB
  • OpenGL renderer for realtime preview
  • Analytic ray tracing of Bezier patches
  • Subdivision surfaces
  • Trimmed NURBS surfaces
(c) Aravind Krishnaswamy 2001-2005

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