Fides
01-21-2006, 02:50 PM
Sunflow Global Illumination Rendering System V0.5. (http://sunflow.sourceforge.net/)
In action here (http://sunflow.sourceforge.net/gallery/v005/progressive-anim.mov) and gallery here. (http://sunflow.sourceforge.net/index.php?pg=gall) I think this has a lot of potential.
http://home.comcast.net/%7Eelamd/sunflow1.jpg
Features:
Extensible architecture: geometric primitives, cameras, intersection accelerators, surface shaders, image filters, light sources, global and caustic photon maps, and GI engines work with user extendable types
All user extensible features are exposed as interfaces, making it easy to integrate into existing applications
Simple API for procedural scene creation
Direct Illumination with soft shadows from area lights
Adaptive sampling of area light sources
Quasi-Monte Carlo sampling architecture: all sampling operations are fully deterministic
Adaptive image anti-aliasing (over and under sampling)
Bucket based rendering (programmable ordering)
Progressive refinement rendering
Photon Mapping (for global illumination and caustics)
Caustic filtering
Irradiance Cache for inter-diffuse reflections
Path tracing for inter-diffuse reflections (with multiple bounces)
Texture mapping (JPG, PNG, HDR loaders)
Depth of field
Camera motion blur
Multi-pixel image filtering
Multi-threading
Display driver interface
Redirectable info/warning/error messages and rendering progress information for integration into existing applications
Custom scene format: basic translators exist for 3ds files and Blender (http://www.blender3d.org/)
Output formats: HDR, PNG
Written 100% in Java
Simple Swing GUI with progressive rendering display and console.
Simple Swing display driver that can be embedded in other applications.
Primitives: triangle, disk, sphere, infinite plane, point sets (experimental), cube-grid (eg: Menger Sponge)
Cameras: pinhole, spherical, thinlens
Ray intersection acceleration schemes: kd-tree, uniform grid, bounding volumes hierarchy, null (for simple scenes)
Surface shaders: diffuse, mirror, glass, phong (with glossy reflections), ambient occlusion, shiny diffuse, anisotropic ward
Light Sources: point light, directional spotlight, triangle area light, image-based infinite area light
Photon mapping engines: KD-Tree and grid based
Image Filters: Box, Triangle, Gaussian, Blackman Harris, Catmull-Rom, Mitchell, Lanczos, Sinc
Bucket orderings: Hilbert, Spiral, Row, Column, Diagonal
Global illumination engines: irradiance caching, path tracing
Display drivers: Swing frame, file output
In action here (http://sunflow.sourceforge.net/gallery/v005/progressive-anim.mov) and gallery here. (http://sunflow.sourceforge.net/index.php?pg=gall) I think this has a lot of potential.
http://home.comcast.net/%7Eelamd/sunflow1.jpg
Features:
Extensible architecture: geometric primitives, cameras, intersection accelerators, surface shaders, image filters, light sources, global and caustic photon maps, and GI engines work with user extendable types
All user extensible features are exposed as interfaces, making it easy to integrate into existing applications
Simple API for procedural scene creation
Direct Illumination with soft shadows from area lights
Adaptive sampling of area light sources
Quasi-Monte Carlo sampling architecture: all sampling operations are fully deterministic
Adaptive image anti-aliasing (over and under sampling)
Bucket based rendering (programmable ordering)
Progressive refinement rendering
Photon Mapping (for global illumination and caustics)
Caustic filtering
Irradiance Cache for inter-diffuse reflections
Path tracing for inter-diffuse reflections (with multiple bounces)
Texture mapping (JPG, PNG, HDR loaders)
Depth of field
Camera motion blur
Multi-pixel image filtering
Multi-threading
Display driver interface
Redirectable info/warning/error messages and rendering progress information for integration into existing applications
Custom scene format: basic translators exist for 3ds files and Blender (http://www.blender3d.org/)
Output formats: HDR, PNG
Written 100% in Java
Simple Swing GUI with progressive rendering display and console.
Simple Swing display driver that can be embedded in other applications.
Primitives: triangle, disk, sphere, infinite plane, point sets (experimental), cube-grid (eg: Menger Sponge)
Cameras: pinhole, spherical, thinlens
Ray intersection acceleration schemes: kd-tree, uniform grid, bounding volumes hierarchy, null (for simple scenes)
Surface shaders: diffuse, mirror, glass, phong (with glossy reflections), ambient occlusion, shiny diffuse, anisotropic ward
Light Sources: point light, directional spotlight, triangle area light, image-based infinite area light
Photon mapping engines: KD-Tree and grid based
Image Filters: Box, Triangle, Gaussian, Blackman Harris, Catmull-Rom, Mitchell, Lanczos, Sinc
Bucket orderings: Hilbert, Spiral, Row, Column, Diagonal
Global illumination engines: irradiance caching, path tracing
Display drivers: Swing frame, file output
