This scene has many lights and a glow surface shader, rendered in 1m49s using a 1 GHz Duron.Īdded optimization to avoid shading primitives hidden by other primitives This scene has 2 spheres deformed with the bumptest displacement shader and one spot light, rendered in 1m4s using a 1 GHz Duron. This scene has bezier patches, matte and metal surfaces, spot lights and a displacement shader, rendered in 3m30s using a 1 GHz Duron. New primitives added: Bilinear and Bicubic (Bezier) Patches.Īdded surface shaders: constant, matte, metal, plastic, glow, randomcolorsĪdded light shaders: ambientlight, distantlight, pointlight, spotlight Here are some sample images rendered by jrMan 0.1:(you can see the full size images by clicking on the samples). JrMan 0.1 released! You can download it here. You can click on the image to see a full size frame, or you can click here to download the entire animation (831 KB) Each frame is 512x384 and took an average of 2m8s to render. This animation was rendered in 2h42m14s using a 650 Mhz Athlon. Here is a frame from an animation test with textures: We are doing some texture tests for jrMan 0.2.Īlthough it is a simple implementation of texture mapping (and is not the one which will be released with jrMan 0.2!) the results look nice. It was rendered in 3m36s using a 650 Mhz Athlon. All the detail is done with texture mapping and displacement mapping. This image has only 3 primitives! (2 spheres and 1 bilinear patch). JrMan now implements high quality texture mapping (using mipmaps and trilinear interpolation) and all standard Renderman pixel filters. 25 shading rate and 64 samples for the shadow map, with more "typical" values it only takes 2m17s) This image was rendered in 11m using a 1 GHz Duron (with 8x8 samples per pixel. We finished implementing shadows in jrMan (using shadow maps) JrMan 0.2 released! You can download it here. This image was rendered in 52s using a 1 Ghz Duron Can generate noise() based procedural textures.An improved user interface and command line options.Many performance optimizations, and it is now up to twice as fast when rendering complex images!.JrMan 0.3 released! You can download it here. (Killeroo data used with permission from ) This image was rendered in 6m6s using a 3 GHz Pentium 4 Smaller RAM footprint when rendering large/complex scenes.JrMan 0.4 released! You can download it here. Is the one of the reasons we are implementing it in Java. To read and should run on most operating systems. To achieve this objective the source code must be easy Understand how it works and experiment with it. The main objective of the jrMan project is to provideĪn open source implementation of the REYES renderingĪlgorithm to permit, both students and teachers, to Very superficial description of how it works. Graphics textbooks fail to mention it or only provide a Is rendered using this algorithm, yet most computer REYES rendering algorithm used by Pixar'sĪlmost all digital production work in the film industry Very cool! Now, if I could just get some free time to play with it.įellow and Vice President, Sun Microsystems, Inc.Ĭreator of the Java programming language Download What is jrMan?
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