Rolf Herken "CEO Mental Images": Well letís see...in the immediate future mental ray 3.5 will be released.
The development of version 3.5 is focused on improvements of performance and usability, while ensuring a high level of compatibility with earlier versions. The following areas are at the focus of the improvements:
- global illumination and final gathering ease of use and performance
- ease of shader creation and shading performance
- rasterizer performance
- ray tracing robustness
- ease of parameter tuning for options and scene data
- backward compatibility
- physically based rendering
For the future we are working towards the ultimate goal of being able to render incredibly complex scenes (with billions of triangles) using raytracing based global illumination algorithms with complex shading including BRDFs, subsurface scattering, and frequency dependent phenomena
Our next generation software rendering technology that is built into RealityServer, achieves rendering times of less than 40 milliseconds per frame (i.e., realtime) with full raytracing (and very soon full global illumination) on small 64-bit commodity multiprocessor machines or blades on scenes with tens of millions of polygons.
Parts of this entirely new, revolutionary rendering technology such as our dynamic BSP acceleration methods are being integrated into mental ray, beginning with version 3.5. In mental ray 3.6 we will have support for assemblies, allowing rendering of arbitrarily large scenes, e.g., crowd scenes with a million creatures, even with our raytracing and global illumination algorithms.