are fully SSE/AVX accellerated and delivers state-of-the-art performances to point based shading. We supply global illumination based on micro rendering technolgy and sub surface scattering and occlusion implementations ala Pixar Renderman. Being shader based they can be used with any existing solution in mental ray like finalgathering and GI Next. The point splatter is based on REYES technology and in a matter of seconds is able to subdivide your scene at micro-polygon resolution (smaller than pixel).
We supply fully documented source code to let you get an in-depth look at the variuos implementations and understand the basic algorithms and data structures being used and how to code them along mental ray C-shaders API. While the framework remains experimental in mental ray because the setup requires manual shader attachment, implementations themself are rock solid with the highest performances available in the industry.
based on 'micro-rendering for scalable, parallel final gathering' Siggraph paper. Micro-rendering itself is importance based performing BRDF-based importance warping for the rasterization of the point cloud hierarchical scene representation. Being hierarchical light gathering, provided we have enough points in the cloud and that the solidangle for the micro rendering is large enough, GI solution is noise and flicker free. One can even bake mental ray factory finalgathering into the point cloud and then use the micro renderer to smooth out the two bounces solution.
Sub Surface Scattering
based on lightmapping or splatting is called generally 'fast SSS' and belongs to the dipole diffusion method. Various other SSS profiles can be easily added just by adding a new SSS integrator. Flicker and noise free, SSS can be rendered almost real-time on a modern CPU.
can be both computed directly on the point cloud in a pre-process phase or after splatting the scene at render time by integrating the occlusion at the point being shaded. The former is almost real-time, the latter is more precise without artifacts even for light point clouds with few thousand points.
means the scene is subdivided into points (with a radius, aka splats) during lightmapping phase with the classic camera-based bound/split and dice stages. Subdivision itself takes seconds then each micro-splat needs to bake the illumination from the scene eventually ending up being saved into a point cloud for later use.
Open Source Software
available to download. Code is self-contained without dependencies and should be compiled on modern compilers (Intel is our choice). Very powerfull cache-conscious memory aligned surfel octree and pclouds data structures are available with various building methods with or without SSE/AVX support.
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