View Full Version : A Realtime Raytrace RenderMan Implementation

07 July 2005, 03:33 AM

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.

Enter :

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 or

07 July 2005, 08:34 AM

while unpacking I get:
C:\temp>unrar e 97004177.rar

UNRAR 3.30 freeware Copyright (c) 1993-2004 Eugene Roshal

Extracting from 97004177.rar

Extracting cornellbox.rib OK
Extracting head.rib OK
Extracting IdotN.shader OK
Extracting king-triangle.rib OK
Extracting matte.shader OK
Extracting occlusion.rib OK
Extracting rscl.exe
Cannot find volume 97004178.rar
rscl.exe - CRC failed
Total errors: 1

Any chance we get some documentation about what subset of
the RiSpec you intend to support (e.g. bqrd.exe barfs on a simple:
'LightSource "distantlight" 1' and on NURBS patches)?

best regards,
-- Reconstruct the World!

07 July 2005, 11:40 AM
I'm poor at programming, but if you managed to do in quasi-RT what most Render engines cannot achieve without processing rays during long minutes, you're an amazing roxxor. Even if the result is not the same quality compared to rendered images. It could be amazing to visualize a GI solution in quasi-RT. I'm dreaming :D

07 July 2005, 03:07 PM
Nice work! What do you plan to do with this now?

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