MoonRay is DreamWorksâ open-source, multi-award-winning, state-of-the-art production MCRT renderer, which has been used on feature films such as How to Train Your Dragon: The Hidden World, The Bad Guys, Puss In Boots: The Last Wish, the newest release, Kung Fu Panda 4, as well as future titles. MoonRay was developed at DreamWorks and is in continuous active development and includes an extensive li
Mitsuba 3 is a research-oriented retargetable rendering system, written in portable C++17 on top of the Dr.Jit Just-In-Time compiler. It is developed by the Realistic Graphics Lab at EPFL. It can be compiled into many variants with optional derivative tracking, dynamic compilation via LLVM or CUDA, and various radiance representations (monochrome, RGB, or spectral light, potentially with polarizat
Malt Malt is a fully customizable real-time rendering framework for animation and illustration. It's aimed at artists who want more control over their workflow and/or their art style, with special care put into the needs of stylized non photorealistic rendering. Designed as a community effort to expand the possibility space of 3d rendering, it provides graphics programmers and technical artist an
AWS for Games Blog Splitting the Atom: Introducing Lumberyardâs New Photorealistic Renderer Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team. For over 5 years, Amazon Lumberyardâs graphics engine has served our customers in fine stead. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customer
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Mitsuba 2 is a research-oriented rendering system written in portable C++17. It consists of a small set of core libraries and a wide variety of plugins that implement functionality ranging from materials and light sources to complete rendering algorithms. Mitsuba 2 strives to retain scene compatibility with its predecessor Mitsuba 0.6. However, in most other respects, it is a completely new system
ModÂern renÂderÂing sysÂtems are conÂfronÂted with a dauntÂingly large and growÂing set of reÂquireÂments: in their purÂsuit of realÂism, physÂicÂally based techÂniques must inÂcreasÂingly acÂcount for inÂtricÂate propÂerÂties of light, such as its specÂtral comÂposÂiÂtion or poÂlarÂizÂaÂtion. To reÂduce proÂhibÂitÂive renÂderÂing times, vecÂtorÂized renÂderÂers exÂploit coÂherÂence via inÂstrucÂt
Mitsuba is a research-oriented rendering system in the style of PBRT, from which it derives much inspiration. It is written in portable C++, implements unbiased as well as biased techniques, and contains heavy optimizations targeted towards current CPU architectures. Mitsuba is extremely modular: it consists of a small set of core libraries and over 100 different plugins that implement functionali
redner is a differentiable renderer that can take the derivatives of rendering outputs with respect to arbitrary scene parameters, that is, you can backpropagate from the image to your 3D scene. One of the major usages of redner is inverse rendering (hence the name redner) through gradient descent. What sets redner apart are: 1) it computes correct rendering gradients stochastically without any ap
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