Renderman compliant renderers
20-11-2004, 02:55 PM
Join Date: Sep 2004
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This is the updated list of Renderman
compliant renderers that are available nowadays ( in alphabetic order
So, the production houses or the R&D guys or the learners can benefit from these
is a fast RenderMan?-compliant renderer designed to produce
photorealistic images for serious production environments. Some of its
features include ray tracing, global illumination, motion blur, depth
of field, subdivision surfaces, programmable shaders, quality
antialiasing and antialiased multi-depth shadow maps. It is available
for a wide variety of platforms, including Windows, MacOS X, Linux and
is an advanced 3D graphics renderer with a unique architecture and
extensive features designed for the rapid production of high-quality
images. AIR is a hybrid renderer, combining the advantages of scanline
rendering - fast rendering of complex scenes, motion blur, and depth of
field - with the flexibility of on-demand ray tracing for accurate
reflections, soft shadows, global illumination, and caustics.
* Support for all geomety types
* Procedural Shading (excluding lights)
* Hider "stereo" renders left and right eye images in one pass
* Shaders of type "geometry" allow parametric surfaces to be written in SL (for example Superquads
* Deformation shaders may be used to generate user defined projections.
* Area lights are supported for Parametric Surfaces
* Ray Traceing and Photon Mapping, as demonstrated in the examples.
Aqsis is a free RenderMan compatible OpenSource REYES renderer.
GNU GMAN is a public domain implementation of Pixar's RenderMan specification.
is a project to write an open source version of the REYES rendering
algorithm used by Pixar's PhotoRealistic Renderman.
Almost all digital production work in the film industry is rendered
using this algorithm, yet most computer graphics textbooks fail to
mention it or only provide a very superficial description of how it
The main objective of the jrMan project is to provide an open
source implementation of the REYES rendering algorithm to permit, both
students and teachers, to understand how it works and experiment with
To achieve this objective the source code must be easy to read and
should run on most operating systems. This is the one of the reasons we
are implementing it in Java.
3D is a RenderMan compliant Renderer developed a while ago. Development
is on hold right now, but it is going to be continued soon.
is a project being undertaken to develop a open-source viable RenderMan
(R) compliant photorealistic rendering software package that implements
100% of the RenderMan (R) specifications. Muse is an open source
project licensed under Gnu Public License ( GPL ).
Muse is an advanced RenderMan (R) compliant renderer that will
feature a wide range of features such as motion blur, depth of field,
atmospheric effects, programmable shading (RenderMan Shading Language),
ray tracing and global illumination. A very high quality standard of
texturing and anti-aliasing will be offered with a set of filters (
such as Catmull-Rom ).
digital effects houses and computer graphics specialists use Pixar?s
RenderMan? because it is the highest quality renderer available
anywhere and has been production tested through successful use in
feature films for over ten years. Pixar?s RenderMan is stable, fast,
and efficient for handling complex surface appearances and images.
RenderMan?s powerful shading language and anti-aliased motion
blur allow designers to believably integrate stunning synthetic effects
with live-action footage. In addition, RenderMan is backed by Pixar?s
technical staff, who know the challenges of creating digital effects.
is a RenderMan like photorealistic renderer. It is being developed in
the hope that it will be useful for graphics research and for people
who can not afford a commercial renderer. Pixie is an open source
project licensed under Gnu Public License (GPL).
JRMan is a project being undertaken by Voodoo Software Inc. to develop
a commercially viable RenderMan-compliant photorealistic rendering
software package that implements 100% of the RenderMan specification.
RenderMan is a defacto industry standard API for 3D renderers. It was
developed by Pixar Animation Studios in the early 1980's. The
specification describes an API that can be used to describe a 3D scene
for rendering. All RenderMan specifications describe two bindings of
the language: once for the C or C++ language and one for RIB (RenderMan
Interface ByteStream). The goal of Project JRMan is to develop a Java
binding for the RenderMan API and both a RIB parser and RIB generator
linked to the binding, a rendering framework for writing renderers that
utilize the Java binding, and a number of renderers based on the
C Software's flagship product, RenderDotC, is a world class
photorealistic renderer* designed to meet the demands of special
effects for film. The primary reason people give for choosing
RenderDotC is its favorable price per performance ratio.
ART's 3D rendering appliance, uses the power and scalability of the ray
tracing graphics processor to deliver a powerful and flexible solution
for end-users in the Entertainment and Design/Visualization markets.
23-01-2005, 02:16 PM
Join Date: Sep 2004
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though not many studios use these, r not many people in indian studios have an R&D team, the main reason of these posts are, later , any tantric may join into these bigger studios & R&D teams. & get a chance to work on these, &
there are lots more related to these topics, like, rendermanagement softwares, etc.,
anybody intrstd to contribute to share their views???
25-02-2005, 08:27 PM
Join Date: Sep 2004
Rep Power: 0
Cebas introduces some new rendering technology, and apparently, it renders fast!!!
Final render and final toon for maya
The birth of a Rendering System
finalRender was born in little steps over a long time of development and refinement.
Find below a rough time line diagram of the development steps that lead to finalRender,
one of the best selling 3ds max rendering systems right now. The first
rendering technology developed by cebas was back in 1997/98 when pyrocluster 1.0
was released for 3ds max 2. Our first volume tracing engine was born.
Based on constant development and research this little engine was
rewritten and adopted to do many more things over time.
The next step towards a full blown rendering system was done by
developing BunchOfVolumes, a 3ds max plug-in for rendering realtime
volumetric light effects, including caustic light effects caused by
refractive material properties. At that time BunchOfVolume was the
fastest volume light and caustic rendering tool on the market.
those years of research and development we were able to fine-tune our
raytracing engine so that it could match or even overcome the rendering
speed of the build in scanline rendering system of 3ds max. In fact
many scenes rendered much faster with our system than with the scanline
Then finalRender Stage-0 came out and
in a matter of a few weeks it became the best selling renderer for 3ds
max. The great feedback we received from our users around the globe
motivated us to get started with our next generation rendering system. finalRender Stage-0
still needs the scanline renderer as a frontend to render images in 3ds
max. Obviously this restriction had to be eliminated. Never the less,
the global illumination technology we developed for finalRender Stage-0
was so advanced and incredibly fast that Maxon Computer wanted it for
their 3D application Cinema 4D Version 7. Since then several other
rendering and raytracing technologies have been implemented by cebas
for Maxon's Cinema 4D
finalRender Stage-1 was the first "semi external" rendering
system we offered for 3ds max. As a true renderer plug-in it was
possible to even gain more rendering speed and most of all more quality
out of 3ds max. Along with a complete rewrite of the GI engine and the
raytracing core it became such an important rendering choice for 3ds
max that Discreet decided to bring it into the Discreet Certified
Plug-In (DCP) program. finalRender is the only 3rd party
renderer that made it into the challenging and very restrictive DCP
program of Discreet. Outstanding service options and a wide support in
the industry made it also become the best selling rendering system for
The latest development from cebas is finalRender Stage-2.
A grown up platform independent rendering system. Stage-2 goes much
further and for the first time cebas offers a true platform independent
rendering solution that will be able to run under various software
platforms and operating systems.
finalrender Stage-2 delivers a brand new approach to define and
write shaders offering the best mix of all available systems! The need
to build complex and time consuming shading networks can be easily
avoided by clever use of the new technology offered by finalRender Stage-2.
Existing shader libraries written in C can be easily ported to finalRender Stage-2.
In fact most of the existing shaders can be ported in a matter of
minutes or hours. Shaders written in RSL can also be brought over to finalRender Stage-2, however, this will need some more work on the user side. Future versions of finalRender Stage-2 will directly support RSL based shaders.
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