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GSOC08.WebHomer1.7 - 11 Feb 2008 - 17:57 - AlvaroLunatopic end

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Google Summer of Code 2008

Prologue

This ideas page should be useful not only to define particular features we would like implemented in YafRay, but also to define a general overview of YafRay future; what kind of raytracer we would like to have. If we simply pursued the implementation of exact (unbiased or brute-force) global illunation methods such as Bi-directional path tracing or Metropolis light transport, then we would asking the Blender Comunity to make a choice again about something they already have in other free rendering solutions. If we should define YafRay positioning in the market of free raytracers, we would like it to be where Blender users have always found it, the best quality with complex materials and lighting at reasonable rendertimes.

So basically we want:

  • Approximate (biased) methods and Hybrid methods (exact methods used for some effects, approximate methods for others) for Global Illumination.
  • Complex materials.
  • Features to decrease render times, by either direct or indirect means.

Detailed list of ideas

Participating media & Volume Scattering

Reproduction of effects due to multiple light scattering in participating media such as fog, smoke, fire, skin, fluids, etc, using biased or hybrid algorithms which must be compatible with Yaf(a)Ray.

Better Yaf(a)Ray integration in Blender

Integrate Yaf(a)ray as an optional render engine into Blender to enables the end user to render to Yaf(a)ray from within Blender without any special Blender builds or scripts. This will eliminate the need for scripts which are a problem for cross-platform computing.

Extend the material node system to work with Yaf(a)ray specific shaders. This means that Blenders internal material system will not be used. However custom written shader nodes inside Blenders material node system will relate to the new shader modules Yaf(a)ray provides. Just the UV unwrapper will be utilized to create uv coordinates and to apply a texture to those.

This integration should be done in such a way it can be useful as a model or as a platform for other open source raytracers to be integrated into Blender
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