About ubiquaque
ubiquaque is a work in progress. See below for a list of the current features:
Design
- Runs on Linux (32/64-bit), MacOS X (x86/x86_64/PPC) and Microsoft Windows (32/64-bit).
- Written in portable C++ with optional SSE2 optimizations when compiled for the i386 and x86_64 platforms.
- Extensible modular architecture inspired by PBRT.
- Supports the COLLADA asset exchange format.
- Comes with a suite of numerical testcases, which compare rendered output against analytic results.
- Supports interactive walkthroughs using real-time coherent ray tracing.
Parallelization & Cluster support
- Fully parallelized for multi-core operation.
- Built on a scalable parallel computation layer, which transparently distributes work over a cluster without the need for a shared filesystem.
- For convenience when working from home, ubiquaque can also SSH into a cluster, remotely launch itself and communicate through the encrypted link.
- Supports clusters based on the PBS job submission system.
Integrators
- Monte-Carlo path tracer which solves the full Radiative Transfer Equation.
- Photon mapping with irradiance caching, irradiance gradients, several additional improvements and support for heterogeneous participating media
- Instant Global Illumination
- Adjoint particle tracer
Other features
- O(n log n) SAH kd-tree compiler with primitive clipping support, uses Havran's fast traversal algorithm.
- Highly optimized SSE2 intersection code for triangle meshes. Other analytic shapes such as spheres and cylinders are also supported.
- High dynamic-range (OpenEXR) support for textures and generated images
- Supports homogeneous and heterogeneous participating media
- Supports arbitrary image reconstruction filters such as Mitchell-Netravali, Catmull-Rom, Gaussian, Lanczos-Sinc, etc.
- Spectral rendering, black body radiation & dispersion
- HDR Image based lighting
- Other light sources: area and point lights, collimated beam source.
- Fully deterministic Quasi-Monte Carlo sampling
- Adaptive/error-estimating sampling
- Depth of field
Materials
- BSDFs: Lambertian, Perfect Mirror, Phong, Dielectric, Anisotropic Ward, Microfacet BRDF, Rough Glass
- Implements Jensen's dipole approximation to subsurface scattering