Vision is a GPU physically based renderer,
The vision renderer uses embeded DSL codegen technology derived from luisa compute https://github.com/LuisaGroup/LuisaCompute, which is a great invention!
Feature |
Progress |
Render Graph |
Done |
Shader Graph |
Done |
Feature |
Progress |
Megakernel path tracing |
Done |
Wavefront path tracing |
Planned |
Bidirectional path tracing |
Planned |
Photon mapping |
Planned |
Feature |
Progress |
Offline render |
Done |
Real time render |
Planned |
Lightmap bake |
Doing(75%) |
Feature |
Progress |
Filter Importance Sampling |
Done |
Mitchell-Netravali Filter |
Done |
Box Filter |
Done |
Triangle Filter |
Done |
Gaussian Filter |
Done |
Lanczos Windowed Sinc Filter |
Done |
Feature |
Progress |
metal |
Done |
matte |
Done |
glass |
Done |
mirror |
Done |
substrate |
Done |
disney |
Done |
hair |
Planned |
BSSRDF |
Planned |
Feature |
Progress |
SRGB |
Done |
Complete spectrum |
Done |
Feature |
Progress |
Linear |
Done |
ACES |
Done |
Reinhard |
Done |
Feature |
Progress |
OIDN |
Done |
OptiX |
Planned |
Feature |
Progress |
Pinhole Cameras |
Done |
Thin-Lens Cameras |
Done |
Realistic Cameras |
Planned |
Fish-Eye Cameras |
Planned |
Feature |
Progress |
Area Lights, emission |
done |
projector |
done |
spotlight |
done |
pointlight |
done |
HDRI Environment Maps |
done |
Portal Environment Maps |
Planned |
IES |
Planned |
Uniform-Distribution Light Selection Strategy |
done |
Power-Distribution Light Selection Strategy |
done |
BVH Light Selection Strategy |
Planned |
Feature |
Progress |
GPU |
Done (with CUDA + OptiX) |
Feature |
Progress |
Blender |
Planned |
3DS Max |
Planned |
USD |
Doing |
Part of the scene comes from https://benedikt-bitterli.me/resources/