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Renderer (Available Librairies (Embree, OpenShading Language (OSL),…
Renderer
Available Librairies
Embree
OpenShading Language (OSL)
OpenImageIO (OIIO)
OpenColorIO (OCIO)
Universal Scene Description (USD)
Gaffer
AnimX (Autodesk Animation Library)
Draco (3d data compression)
MaterialX
#
#
OpenVDB
Alembic
OpenSubdiv
Nvidia OptiX ?
Features
Handle huge/complexe scene (out-of-core)
Volume rendering
Hair rendering
Instancing
Layers/Vizgroup
Deep / evotis
DCC integration
Motion Blur
Rays tagging / expression / ray switch
displacement
camera
stereo
VR
Physicall
multi-lens
overscan
AOVs
Components
Frame buffer
Deep cache / Dependency tree
Scene geometry
Shader->Geometry binding
Shader framework
Integrators
File Resources Mangement (Textures/Geocache)
Procedurals
IO
Asset resolution
Rest API?
Plugin interface
Publications
Pixar
Disney research
Disney Animation
Realistic Graphic Lab
Wenzel Jakob
#
#
#
Milestones
End of Major Research
papers
testing existing solutions
Workflow
algorithm
Bare bones renderer
Unidirectionary integrator [hardcoded shaders]
Triangles + Acceleration data structure
Setting Common Environment
IDE
Build/Test System
Bug/Feature tracking
git branching design
git flow
Minimum Production Ready Renderer
Motion Blur
Configurable shaders
Full gamut of light types
Efficient texture handling
Scalable geometry handling
Instancing
Available Renderers
Open Source
Cycles
Appleseed
Mitsuba
LuxRender
Embree (Framework)
PBRT
ospray
Commercial
Arnold
RedShift
Vray
Clarisse
Renderman
Guerilla
Maxwell
Modo
Octane
Mantra/Houdini
3delight
Nvidia Iray
Nvidia MentalRay
FurryBall
Arion
Indigo
Proprietary
Glimpse (animal logic)
Hyperion
Manuka (weta)
MoonRay (Dreamworks)
Random ideas
SaaS
Dev Blog to show progress
Papers
Hyperion
Josh Bainbridge Thesis
Sorted Deferred Shading for Production Path Tracing