Intel has released the 3D visualization program OSPRay Studio 1.0 and the 3D rendering engine OSPRay 3.1

Intel has released the OSPRay Studio 1.0 project, which develops an application for interactive 3D visualization using the distributed ray tracing engine OSPRay. Among other things, the program can be used for high-precision rendering of complex scenes and handling very large scenes that require distributed computing across a cluster of multiple computers. The application code is written in C++ and is distributed under the Apache 2.0 license. Rendering to the screen is done using OpenGL and the GLFW library.

The scene to be rendered can be loaded in common formats or created using scene graph nodes. It supports the import of MTL format models with materials for photorealistic rendering, 3D animations in glTF format, UDIM texture formats, volumetric sparse particles (e.g. clouds) in VDB format, point clouds in PCD (Point Cloud Data) format, and lighting profiles in EULUMDAT (.ldt) format. The state of the scene graph can be saved or loaded in JSON format.

Extended functionality, user interface widgets, and data import handlers can be connected in the form of plugins. For example, plugins are available for visualizing medical data in DICOM format, generating landscapes from height maps, processing large groups of standard objects (grass, trees), simulating astronomical events, visualizing scientific data in VTK format, and more.

To simulate light behavior, the path tracing method is supported. Visualization can occur in volume or on a plane. Photorealistic global illumination is supported, taking into account the physical properties of materials and advanced shading effects (shadows, transparency, and Ambient occlusion). It is possible to create scripts for batch operations, such as rendering images on a headless system, selecting areas for rendering, and adjusting camera, rendering, and scene parameters.

In the new version of OSPRay Studio:

  • Support for the functionality of the OSPRay engine introduced in release 3.1 has been added.
  • The user interface now includes support for additional materials supported by the OSPRay engine.
  • Support for OpenEXR API v2.x and v3.x has been added.
  • Asynchronous file change detection has been implemented for automatic texture updates.
  • The API for plugins now provides access to the MainWindow and ArcballCamera classes.
  • Batch mode now supports distributed rendering using MPI.

Additionally, it's worth noting the release of a new version of the 3D rendering engine OSPRay 3.1 a few days ago, utilized in OSPRay Studio 1.0. The engine is being developed as part of a larger project, the Intel Rendering Framework, aimed at creating software visualization tools for scientific computations called SDVis (Software Defined Visualization), which includes the Embree ray tracing library, the GLuRay photorealistic rendering system, the oidn (Open Image Denoise) library for image noise reduction, and the OpenSWR software rasterization system. The code is written in C++ and is published under the Apache 2.0 license.

OSPRay is primarily aimed at use in interactive applications for real-time scene rendering. The engine can operate independently of the GPU, allowing the library to be used on a wide range of devices, from workstations to nodes in computational clusters. To ensure proper performance, multithreading and vectorization based on SIMD instructions, such as Intel SSE4, AVX, AVX2, and AVX-512, are actively utilized. Rendering can be distributed across multiple nodes in a cluster (MPI is supported), which enables OSPRay to be applied for rendering images with very high resolutions on video walls, where a single image is formed by a set of individual LCD panels.

Among the improvements in OSPRay 3.1 are:

  • Support for emissive textures with glowing materials.
  • The supported spherical objects now include 'disk' (OSP_DISC) and 'oriented disk' (OSP_ORIENTED_DISC).
  • Mirror repeat modes and edge texture wrapping have been added.
  • Support for the OSPTextureWrapMode has been added for all textures.
  • Full support for texture wrapping in glTF format has been ensured.
  • Support for noise reduction and tone adjustment for buffer data has been added.
  • When using the GPU, support for motion blur of moving objects has been implemented.

Source: opennet.ru

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