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vxR is a non real time render engine based on grid acceleration structure

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vxR

vxR is a non real time render engine based on grid acceleration structure.

Check this sample image featuring the Depth of Field:

https://drive.google.com/file/d/1jfJt2YT7y5JY8lYSBpWuf-h_S-4QZdX-/view?usp=sharing

History:

A little bit of history is needed to understand the scope of this project. It all started in 2002, I was tasked to investigate and develop subsurface scattering in a shader network which didn't gave me enough access to render data, so I was unable to calculate it. It was this frustrated project that pushed me, or invited me, to create my own render engine.

This project, has served me as a studying platform to learn c++ 17 and maths.

In the past years, while I was working on VFX companies, I've seen colleages develop in-house render engines and they were driven by efficiency and innovation, which is a complete different path of development of this personal render engine.

Present:

short term:

Design for later threads. C++11 and C++14 practicing.

long term:

Better renders, better program interface.

Future:

Further opitmizations.

GPU

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vxR is a non real time render engine based on grid acceleration structure

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