3Delight

From Wikipedia, the free encyclopedia
Jump to: navigation, search
3Delight
Developer(s) DNA Research
Stable release 9.0.84 / February 2, 2011 (2011-02-02)
Operating system Windows, Mac OS X, Linux
Type 3D computer graphics
Licence Proprietary
Website www.3delight.com

3Delight, is 3D computer graphics software that runs on Microsoft Windows, OS X and Linux. It is developed by DNA Research, commonly shortened to DNA, a subsidiary of Taarna Studios. It is a photorealistic, RenderMan-compliant offline renderer.

History[edit]

Work on 3Delight started in 1999. The renderer became first publicly available in 2000.[1] 3Delight was the first RenderMan-compliant renderer combining the REYES algorithm with on-demand ray tracing. The only other RenderMan-compliant renderer capable of ray tracing at the time was BMRT. BMRT was not a REYES renderer though.

3Delight was meant to be a commercial product from the beginning. However, DNA decided to make it available free of charge from August 2000 to March 2005 in order to build a user base.

During this time, customers using a large number of licenses on their sites or requiring extensive support were asked to kindly work out an agreement with DNA that specified some form of fiscal compensation for this.

In March 2005, the license was changed. The first license was still free. From the second license onwards, the renderer used to be 1,000 USD per two thread node resp. 1,500 USD per four thread node. The first company that licenses 3Delight commercially, in early 2005, was Rising Sun Pictures.

The current licensing scheme is based on number of threads or cores. The first license, limited to four cores, is free.

Features[edit]

Until version 10 (2013), 3Delight primarily used the REYES algorithm but was also well capable of doing ray tracing and global illumination. As of version 11 (2014) 3Delight primarily uses Path Tracing, with the option to use the REYES + RayTracing when needed. The renderer is fully multi-threaded, uses SSE optimisations, supports RSL1.0 / RSL2.0 Shading Language with SIMD optimised compiler and very efficient last stage proprietary JIT compilation. 3Delight also supports distributed rendering. This allows for accelerated rendering on multi-CPU hosts or environments where a large number of computers are joined into a grid / cloud.

It implements all required capabilities for a RenderMan-compliant renderer and also the following optional ones:[2]

3Delight also supports the following capabilities, which are not part of any capabilities list:

Modules[edit]

3Delight is based on modules. The primary module is the REYES module which implements a REYES-based renderer.

Another module, called 'Sabretooth', is used for ray-tracing and also supports global illumination calculations through certain shadeops.

3Delight supports explicit ray tracing of camera rays by selecting a different hider, essentially turning the renderer from a hybrid REYES/ray tracing one into a full ray-tracer.

Other features include:

  • Extended display subset functionality to allow rendering of geometric primitives, writing to the same display variable, to different images.
    For example, display subsets could be used to render the skin and fur of a creature to two separate images at once without the fur matting the skin passes.
  • Memory efficient point clouds. Like brick maps, point clouds are organized in a spatial data structure and are loaded lazily, keeping the memory requirements as low as possible.
  • Procedural geometry is instanced lazily even during ray tracing, keeping the memory requirements as low as possible.
  • Displacement shaders can be stacked.
  • Displacement shaders can (additionally) be run on the vertices of a geometric primitive, before that primitive is even shaded.
  • The gather() shadeop can be used on point clouds and to generate sample distributions from (high dynamic range) images, e.g. for easily combining photon mapping with image based lighting.
  • First order ray differentials on any ray fired from within a shader.
  • A read/write disk cache that allows the renderer to take strain off the network, when heavy scene data needs to be repeatedly distributed to clients on a render farm or image data sent back from such clients to a central storage server.
  • A C API that allows running RenderMan Shading Language (RSL) code on arbitrary data, e.g. inside a modelling application.

Version Release History[edit]

Supported platforms[edit]

Operating environments[edit]

The renderer comes in both 32-bit and 64-bit versions. The latter allowing the processing of very large scene datasets.

Discontinued platforms[edit]

Platforms supported in the past included:

Film credits[edit]

3Delight has been used for visual effects work on many films. Some notable examples are:

It was also used to render the following full CG features:

References[edit]

  1. ^ "Announce: 3Delight Renderer". Newsgroupcomp.graphics.rendering.renderman. 2000-08-09. Usenet: 8ms5f2$10a$1@nnrp1.deja.com. 
  2. ^ 3Delight Technical Specifications

External links[edit]