Home | Features | Documentation | Downloads | Author


Features

Platforms
  • Linux
  • Mac OS X
  • Windows
Rendering
  • Multi-threaded rendering - dynamic assignement of tile rendering per theread
  • Rendering preview - fbview shows rendering progress
  • Region rendering - accelerates distribution rendering pipeline
  • Tile based rendering
Supported Primitives
  • Triangle Mesh - Compact representation
  • Bezier Curves - Unlimited smoothness subdividing in render time
  • Volume Primitive - Ray traced self-shadowing
  • Point Cloud - Can be rendered as particles
Procedure Plugin
  • Volume Filling Procedure - Pyroclastic clouds procedure provided
  • Volume Filling Procedure - Spline wisps procedure provided
  • Volume Filling Procedure - Surface wisps procedure provided
File format
  • Original mipmap format - hdr2mip is provided
  • Original framebuffer format - fb2exr is provided
  • Command-like scene description language - works with text filter tools
  • Python Binding scene description - can utilize control structures and libraries
  • FrameBuffer Viewer - displays *.fb and *.mip
  • Input format - *.mesh, *.ply, *.obj, *.mip, *.hdr, *.jpg (through Python API)
  • Output format - *.fb, *.exr (through Python API)
Lighting
  • Point light - traditional point light
  • Grid light - typical area light with single/double-sided option
  • Sphere light - another area light
  • Dome light - supports IBL with environment map
Animation
  • Camera motion blur - sampling non-linear camera motion
  • Transform motion blur - sampling non-linear object motion
  • Velocity attribute motion blur - useful for point count changing geometry
Shading and Texture
  • On demand reading of mipmap - unlimited number of texture images
  • Pluggable shader DSO - shaders can be written in C/C++
  • Subsurface scattering - implemented in shader
  • Bump mapping - perturb normals based on mipmap images
  • Primitive groups - multiple shader assignment on triangle mesh
Acceleratotion structure
  • Grid accelerator - for meshes (dense distribution)
  • BVH accelerator - for object instances (sparse distribution)
  • Object instance - saves memory usage
Sampling and Filtering
  • Gaussian and Box pixel filters - supports filter width bigger than 1 pixel
  • Adaptive grid pixel sampling - subdivides pixels based on color threshold
  • Uniform grid pixel sampling
  • Jittered pixel sampling
Extensibility
  • Rendering callbacks - 5 points to hook rendering process


Under development

  • Deformation motion blur
  • AOV support
  • Displacement shader
  • Subdivision surface
  • Global illumination
  • Deep shadow map
  • Alembic support
  • OpenVDB support


Copyright (c) 2011-2017 Hiroshi Tsubokawa