Sunflow 0.5


Sunflow Global Illumination Rendering System V0.5.

    In action [here]( and gallery [here.](  I think this has a lot of potential.



[li]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[/li][li]All user extensible features are exposed as interfaces, making it easy to integrate into existing applications[/li][li]Simple API for procedural scene creation[/li][li]Direct Illumination with soft shadows from area lights[/li][li]Adaptive sampling of area light sources[/li][li]Quasi-Monte Carlo sampling architecture: all sampling operations are fully deterministic[/li][li]Adaptive image anti-aliasing (over and under sampling)[/li][li]Bucket based rendering (programmable ordering)[/li][li]Progressive refinement rendering[/li][li]Photon Mapping (for global illumination and caustics)[/li][li]Caustic filtering[/li][li]Irradiance Cache for inter-diffuse reflections[/li][li]Path tracing for inter-diffuse reflections (with multiple bounces)[/li][li]Texture mapping (JPG, PNG, HDR loaders)[/li][li]Depth of field[/li][li]Camera motion blur[/li][li]Multi-pixel image filtering[/li][li]Multi-threading[/li][li]Display driver interface[/li][li]Redirectable info/warning/error messages and rendering progress information for integration into existing applications[/li][/ul]
[li]Custom scene format: basic translators exist for 3ds files and Blender[/li][li]Output formats: HDR, PNG[/li][li]Written 100% in Java[/li][li]Simple Swing GUI with progressive rendering display and console.[/li][li]Simple Swing display driver that can be embedded in other applications.[/li][/ul]
[li]Primitives: triangle, disk, sphere, infinite plane, point sets (experimental), cube-grid (eg: Menger Sponge)[/li][li]Cameras: pinhole, spherical, thinlens[/li][li]Ray intersection acceleration schemes: kd-tree, uniform grid, bounding volumes hierarchy, null (for simple scenes)[/li][li]Surface shaders: diffuse, mirror, glass, phong (with glossy reflections), ambient occlusion, shiny diffuse, anisotropic ward[/li][li]Light Sources: point light, directional spotlight, triangle area light, image-based infinite area light[/li][li]Photon mapping engines: KD-Tree and grid based[/li][li]Image Filters: Box, Triangle, Gaussian, Blackman Harris, Catmull-Rom, Mitchell, Lanczos, Sinc[/li][li]Bucket orderings: Hilbert, Spiral, Row, Column, Diagonal[/li][li]Global illumination engines: irradiance caching, path tracing[/li][li]Display drivers: Swing frame, file output[/li][/ul]


nice :thumbsup:
yet an other opensource renderer.

Look cool.


Cool :thumbsup: I wonder how it works within a 3D software like Max


Thanks for the plug Fides.

I’m the Sunflow developer. The project is still in early stages and not super user friendly yet. I am planning to focus on supporting open source modellers like Blender at the moment, I think that 3dsmax has more than enough renderers as it is :wink: I welcome anyone who is interested in writing a connection to commercial packages though.

Have fun everyone :slight_smile:


I have only one question…render times?


^ Watch the video.


Well the easiest is to download the release and try the sample scenes for yourself. =) Like most raytracers, rendertimes are heavily dependent on the number of samples. The same scene can take seconds to hours by just changing sampling rates.

For reference, I think that video was recorded on a Dual Opteron 2Ghz.


I did, seems…average. Could be a lot slower though and it certainly is a lot faster than Lightwave :slight_smile: so…maybe I should give it a spin some time.


hmm interesting , java open source renderer
did have a look to the source , it seems so small
id like to reverse it to understand it!

keep on guys


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