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Accelerated by CausticRT

5900 Wilshire Blvd. - SIGGRAPH 2009

With the kind assistance of architecture visualization experts Figure H (www.figureh.com), Caustic Graphics will be demonstrating at SIGGRAPH 2009, the first fully raytraced, fully interactive walk through simulation of a trellis structure designed by the architecture visionary Greg Lynn (www.glform.com), on the CausticRT platform rendered with the Brazil‚ interactive renderer and implemented in Autodesk 3ds Max Design 2010.

The scene shows the highly flexible CausticGL API in action with a multi-million polygon architectural scene. Over 80 complex materials, all created in Autodesk 3Ds Max Design and automatically converted to standard OpenGL Shading Language (GLSL) are required to render the scene. Many highly incoherent secondary rays are cast through the scene demonstrating effects such as shadows, high dynamic range lighting, spherical lens camera and glossy reflections all in real-time. Scene dynamism is demonstrated showing geometry, shader, lighting and camera changes all occurring without work-flow interruption. At VGA resolution the scene renders at approximately 5 frames-per-second, with raytraced HDR, Domelight, Reflections, Refractions, etc.

With CausticRT as an open standard API and compact low cost acceleration hardware, a broad range of software can now easily harness the power of interactive ray-tracing, decreasing the cost of visualization and freeing the artist to create content.

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Teapot Chess

The teapot image was rendered with the Brazil‚ interactive renderer and implemented in Autodesk 3ds Max Design 2010. At VGA resolution the scene renders at greater than 5 frames-per-second.

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Audi R8 Rome Piazza Scene

The following images were rendered using an Audi R8 car and Barcaccia fountain models.

The entire scene geometry is approximately 5 million triangles, with each car represented by 1.8 million triangles. The images are fully raytraced (primary+secondary+GI rays) at 720p. All shaders are procedural GLSL, with a true HDR pipeline. All textures are differential driven, and trilinear filtered, and we used a differential based shader for anti-aliasing by default. There are 16 ambient occlusion rays, 16 area shadow rays per pixel, with 8 samples, fully ray-traced, for glossy reflections on the alloy rims. Note that at VGA resolution and 4 ambient occlusion samples, all geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with CausticOne development system today.

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Render time: 3 seconds
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Render time: 4.8 seconds
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Render time: 5 seconds
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Render time: 6.9 seconds

Events

Event Date: August 4-6, 2009
pic_sigg_banner SIGGRAPH 2009
Booth #2026, New Orleans
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This is an amazing accomplishment.
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Several imageries rendered with Brazil from SplutterFish, a company of Caustic Graphics, Inc.
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