Hi al, I've developed the First Realtime raytrace RenderMan Implementation, with partial RI Spec 3.3 supported Shading Engine.
It cost me about 2 years' time to build such a fast raytracer. It's named BloomingQuad, I call it bq for short.
BQ is a software renderer that supports RI Spec 3.3. It has a SSE2 optimized BSP Raytrace Engine which can reach to 1.8M intersection performance(on a Pentium-M 1.5G); and a RSL Compiler which supports RI Spec 3.3 and does Constant Folding, Instruction Relacement, Dead Code Elimination optimization at compile time; and a compiled code interpreter.
And BQ can perform realtime raytrace, although it's not designed for realtime rendering, it renders very fast that can reach to Quasi-Realtime.
Not only performance, but quality!
BQ uses a Quasi Monte Carol stochastic sampling method - uses Sobol seqeunce to generate random sample points across the whole sample region.
This is an ambient occlusion test.
The compiler and the interpreter works very well, except for illumination mode. Because the illuminance & illuminate loop is still under construction.
See this example shaders:
Where to get BQ ?
Unzip these 2 files to any folder.
It contains the renderer - bqrd.exe and the compiler - rscl.exe.
Notice they are both SSE2 optimzed, make sure your CPU supports this instruction extension.
Enter following command in command line:
bqrd -rt occlusion.rib
Then BQ will show you its realtime raytrace demo.
bqrd -oc 32 king-triangle.rib
to active ambient occlusion test.
If you know RIB and RSL, you can try to tweak the demo files or write some shaders for fun.
Now I'm just graduated from university, I'm looking for RI development jobs. If there's any projects or companies interseted on my implementation
Please contact email@example.com or firstname.lastname@example.org.