DreamWorks releases OpenMoonRay source code
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Re: DreamWorks releases OpenMoonRay source code
#2Re: DreamWorks releases OpenMoonRay source code
#3Re: DreamWorks releases OpenMoonRay source code
#4http://www.tabellion.org/et/paper17/MoonRay.pdf
Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!
Re: DreamWorks releases OpenMoonRay source code
#5It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others.
I understand Autodesk is going this way with its tooling.
Re: DreamWorks releases OpenMoonRay source code
#6Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.
Blender in general is setup to work with different renderers, especially since the work of Eevee which is the latest renderer to be added. Some part of the work on integrating Eevee also put some groundwork for making it easier in the future to add more of them.
Most probably this renderer would be added as a addon (if someone in the community does it), rather than in the core of Blender.
Re: DreamWorks releases OpenMoonRay source code
#7Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.
https://github.com/GPUOpen-LibrariesAndSDKs/BlenderUSDHydraA...
Re: DreamWorks releases OpenMoonRay source code
#8For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray: http://www.tabellion.org/et/paper17/MoonRay.pdf Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!
Thank you!
Re: DreamWorks releases OpenMoonRay source code
#9Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.
https://projects.blender.org/BogdanNagirniak/blender/src/bra...