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A Global Illumination Renderer
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threedslider/Fujiyama-Renderer
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Fujiyama Renderer ================= Overview ----------------- Fujiyama is free and open source, distribution oriented ray-tracing renderer designed to handle production image rendering. * Compatibility - written in C++11 * Portability - depends on no external library (x) * Simplicity - requires only single C++ header file and library * Compact - the core library is small and easy to embed * Open Source - licensed under the terms of MIT License (See LICENSE) (x) some external tools require OpenEXR and OpneGL/GLUT Features ----------------- * Platforms + Linux + Mac OSX + Windows * Rendering + Multi-threaded rendering - dynamic assignement of tile rendering per theread + Rendering preview - fbview shows rendering progress + Region rendering - accelerates distribution rendering pipeline + Tile based rendering * Supported Primitives + Triangle Mesh - Compact representation + Bezier Curves - Unlimited smoothness subdividing in render time + Volume Primitive - Ray traced self-shadowing + Point Cloud - Can be rendered as particles * Procedure Plugin + Volume Filling Procedure - Pyroclastic clouds procedure provided + Volume Filling Procedure - Spline wisps procedure provided + Volume Filling Procedure - Surface wisps procedure provided * File format + Original mipmap format - hdr2mip is provided + Original framebuffer format - fb2exr is provided + Command-like scene description language - works with text filter tools + Python Binding scene description - can utilize control structures and libraries + FrameBuffer Viewer - displays *.fb and *.mip + Input format - *.ply, *.obj, *.mip, *.hdr, *.jpg (through Python API) + Output format - *.fb, *.exr (through Python API) * Lighting + Point light - traditional point light + Grid light - typical area light with single/double-sided option + Sphere light - another area light + Dome light - supports IBL with environment map * Animation + Camera motion blur - sampling non-linear camera motion + Transform motion blur - sampling non-linear object transformation + Velocity attribute motion blur - useful for point count changing geometry * Shading and Texture + On demand reading of mipmap - unlimited number of texture images + Pluggable shader DSO - shaders can be written in C/C++ + Subsurface scattering - implemented in shader + Bump mapping - perturb normals based on mipmap images + Primitive groups - multiple shader assignment on triangle mesh * Acceleratotion structure + Grid accelerator - for meshes (dense distribution) + BVH accelerator - for object instances (sparse distribution) + Object instance - saves memory usage * Sampling and Filtering + Gaussian and Box pixel filters - supports filter width bigger than 1 pixel + Adaptive grid pixel sampling - subdivides pixels based on color threshold + Uniform grid pixel sampling + Jittered pixel sampling * Extensibility + Rendering callbacks - 5 points to hook rendering process Copyright (c) 2011-2020 Hiroshi Tsubokawa
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- C++ 67.2%
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- C 10.6%
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