Welcome, Guest
Username: Password: Remember me
Fujiyama is free and open source, distribution oriented ray-tracing renderer designed to handle production image rendering.

TOPIC: General

07 Apr 2018 19:57

Fujiyama is free and open source, distribution oriented ray-tracing renderer designed to handle production image rendering.

Platforms
  1. Linux
  2. Mac OS X
  3. Windows
Rendering
  1. Multi-threaded rendering - dynamic assignment of tile rendering per thread
  2. Rendering preview - fbview shows rendering progress
  3. Region rendering - accelerates distribution rendering pipeline
  4. Tile based rendering
Supported Primitives
  1. Triangle Mesh - Compact representation
  2. Bezier Curves - Unlimited smoothness subdividing in render time
  3. Volume Primitive - Ray traced self-shadowing
  4. Point Cloud - Can be rendered as particles
Procedure Plugin
  1. Volume Filling Procedure - Pyroclastic clouds procedure provided
  2. Volume Filling Procedure - Spline wisps procedure provided
  3. Volume Filling Procedure - Surface wisps procedure provided
File format
  1. Original mipmap format - hdr2mip is provided
  2. Original framebuffer format - fb2exr is provided
  3. Command-like scene description language - works with text filter tools
  4. Python Binding scene description - can utilize control structures and libraries
  5. FrameBuffer Viewer - displays *.fb and *.mip
  6. Input format - *.mesh, *.ply, *.obj, *.mip, *.hdr, *.jpg (through Python API)
  7. Output format - *.fb, *.exr (through Python API)
Lighting
  1. Point light - traditional point light
  2. Grid light - typical area light with single/double-sided option
  3. Sphere light - another area light
  4. Dome light - supports IBL with environment map
Animation
  1. Camera motion blur - sampling non-linear camera motion
  2. Transform motion blur - sampling non-linear object motion
  3. Velocity attribute motion blur - useful for point count changing geometry
Shading and Texture
  1. On demand reading of mipmap - unlimited number of texture images
  2. Pluggable shader DSO - shaders can be written in C/C++
  3. Subsurface scattering - implemented in shader
  4. Bump mapping - perturb normals based on mipmap images
  5. Primitive groups - multiple shader assignment on triangle mesh
Acceleration structure
  1. Grid accelerator - for meshes (dense distribution)
  2. BVH accelerator - for object instances (sparse distribution)
  3. Object instance - saves memory usage
Sampling and Filtering
  1. Gaussian and Box pixel filters - supports filter width bigger than 1 pixel
  2. Adaptive grid pixel sampling - subdivides pixels based on color threshold
  3. Uniform grid pixel sampling
  4. Jittered pixel sampling
Extensibility
  1. Rendering callbacks - 5 points to hook rendering process

Under development
  • Deformation motion blur
  • AOV support
  • Displacement shader
  • Subdivision surface
  • Global illumination
  • Deep shadow map
  • Alembic support
  • OpenVDB support

For more information:

http://fujiyama-renderer.com
Last Edit: 07 Apr 2018 19:59 by CGG.
To avoid spambots, guests are not allowed to post. Please login or register...
Moderators: CGG
images/website/Navigation/posts.png

Recent posts

Recent posts in the forums

View more
images/website/Navigation/blogging.png

My posts

All my posts in the forum. (login required!)

View more
images/website/Navigation/newtopic.png

New topic

Create a new topic in a forum section. (login required!)

View more
images/website/Navigation/search-forums-icon.png

Search

Search forums

View more

Welcome