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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8">
<title>Intel OSPRay</title>
<link rel="stylesheet" type="text/css" media="screen" href="stylesheet.css">
<!-- for teaser carousel -->
<script src="scripts/jquery.min.js"></script>
<script src="scripts/popper.min.js"></script>
<script src="scripts/bootstrap.min.js"></script>
</head>
<body>
<div id="header">
<div id="header-github">
<a id="forkme-banner" href="https://github.com/ospray/OSPRay">View on GitHub</a>
</div>
<div id="header-title">
Intel<sup>®</sup> OSPRay
</div>
<div id="header-navbar">
<ul>
<li id="selected"><a href="index.html">Overview</a></li>
<li><a href="downloads.html">Downloads</a></li>
<li><a href="documentation.html">Documentation</a></li>
<li><a href="tutorials.html">Tutorials</a></li>
<li><a href="gallery.html">Gallery</a></li>
<li><a href="https://github.com/ospray/OSPRay/issues">Bugs/Issues</a></li>
<li><a href="related_projects.html">Related Projects</a></li>
</ul>
</div>
<div id="header-spacing"></div>
</div>
<div id="content-wrap">
<div id="content">
<div class="title">
<h2>
The Open, Scalable, and Portable Ray Tracing Engine
</h2>
</div>
<hr>
<div id="demo" class="carousel slide" data-ride="carousel">
<!-- Indicators -->
<ul class="carousel-indicators">
<li data-target="#demo" data-slide-to="0" class="active">
</li>
<li data-target="#demo" data-slide-to="1">
</li>
<li data-target="#demo" data-slide-to="2">
</li>
<li data-target="#demo" data-slide-to="3">
</li>
<li data-target="#demo" data-slide-to="4">
</li>
<li data-target="#demo" data-slide-to="5">
</li>
</ul>
<div class="carousel-inner">
<div class="carousel-item active">
<img src="images/teaser_moana.jpg">
<div class="carousel-caption">
<h3>
Render massive scenes interactively
</h3>
<p>
Disney’s Moana Island Scene: over 15 billion instanced primitives+volume
at interactive rates
</p>
</div>
</div>
<div class="carousel-item">
<img src="images/teaser_bentley.jpg">
<div class="carousel-caption">
<h3>
Photorealism
</h3>
<p>
Physically-based shading and lighting
</p>
</div>
</div>
<div class="carousel-item">
<img src="images/teaser_rm.jpg">
<div class="carousel-caption">
<h3>
Feature rich, large-scale volume visualization
</h3>
<p>
Richtmyer–meshkov volume shown with shadows and ambient occlusion
</p>
</div>
</div>
<div class="carousel-item">
<img src="images/teaser_hdospray.jpg">
<div class="carousel-caption">
<h3>
USD Hydra Integration
</h3>
<p>
Gramophone rendered in Pixar’s usdview
</p>
</div>
</div>
<div class="carousel-item">
<img src="images/teaser_clouds.jpg">
<div class="carousel-caption">
<h3>
Integrations in VTK, ParaView, VisIt, and more
</h3>
<p>
DKRZ weather data rendered with shadows inside ParaView
</p>
</div>
</div>
<div class="carousel-item">
<img src="images/teaser_cosmos.jpg">
<div class="carousel-caption">
<h3>
Directly render unstructured and AMR volumes
</h3>
<p>
AMR volume rendered without resampling inside ParaView
</p>
</div>
</div>
</div>
<p><!-- Left and right controls -->
<a class="carousel-control-prev" href="#demo" data-slide="prev"> <span
class="carousel-control-prev-icon"></span> </a>
<a class="carousel-control-next" href="#demo" data-slide="next"> <span
class="carousel-control-next-icon"></span> </a></p>
</div>
<hr>
<div class="teaser-features">
<div class="feature">
<div class="container">
<h2>
Interactive Rendering on CPU or GPU
</h2>
<p>
OSPRay features scalable CPU and GPU rendering capabilities geared
toward Scientific Visualization applications. Advanced shading effects
such as ambient occlusion, shadows, and transparency can be rendered
interactively to enable new insights into huge data.
</p>
</div>
</div>
<div class="feature feature-alt">
<div class="container">
<h2>
Global Illumination
</h2>
<p>
OSPRay includes a path tracer capable of interactively rendering
photorealistic global illumination with phyiscally-based materials.
</p>
</div>
</div>
<div class="feature">
<div class="container">
<h2>
Volume Rendering
</h2>
<p>
OSPRay supports high-fidelity, interactive direct volume rendering with
a number of state of the art visualization features.
</p>
</div>
</div>
<div class="feature feature-alt">
<div class="container">
<h2>
MPI Distributed
</h2>
<p>
Run on large scale distributed-memory systems with high-performance MPI
backends to both decrease render time and increase total scene size.
</p>
</div>
</div>
<div class="feature">
<div class="container">
<h2>
Industry Adoption
</h2>
<p>
OSPRay is directly integrated into ParaView 5.x. Implementations for
VisIt, VMD, and other popular tools have also freely available.
</p>
</div>
</div>
<div class="feature feature-alt">
<div class="container">
<h2>
Open Source
</h2>
<p>
OSPRay is Open Sourced under the Apache 2.0 license.
</p>
</div>
</div>
</div>
<h1 id="ospray-overview">OSPRay Overview</h1>
<p>Intel® OSPRay is an <strong>o</strong>pen source,
<strong>s</strong>calable, and <strong>p</strong>ortable
<strong>ray</strong> tracing engine for high-performance, high-fidelity
visualization on Intel Architecture CPUs, Intel Xe GPUs, and
Aarch64/ARM64 CPUs. OSPRay is part of the <a
href="https://software.intel.com/en-us/rendering-framework">Intel
Rendering Toolkit (Render Kit)</a> and is released under the permissive
<a href="http://www.apache.org/licenses/LICENSE-2.0">Apache 2.0
license</a>.</p>
<p>The purpose of OSPRay is to provide an open, powerful, and
easy-to-use rendering library that allows one to easily build
applications that use ray tracing based rendering for interactive
applications (including both surface- and volume-based visualizations).
OSPRay runs on anything from laptops, to workstations, to compute nodes
in HPC systems.</p>
<p>OSPRay internally builds on top of Intel <a
href="https://www.embree.org/">Embree</a>, Intel <a
href="https://www.openvkl.org/">Open VKL</a>, and Intel <a
href="https://openimagedenoise.github.io/">Open Image Denoise</a>. The
CPU implementation is based on Intel <a
href="https://ispc.github.io/">ISPC (Implicit SPMD Program Compiler)</a>
and fully exploits modern instruction sets like Intel SSE4, AVX, AVX2,
AVX-512 and NEON to achieve high rendering performance. Hence, a CPU
with support for at least SSE4.1 is required to run OSPRay on x86_64
architectures, or a CPU with support for NEON is required to run OSPRay
on ARM64 architectures.</p>
<p>OSPRay’s GPU implementation (beta status) is based on the <a
href="https://www.khronos.org/sycl/">SYCL</a> cross-platform programming
language implemented by <a
href="https://www.intel.com/content/www/us/en/developer/tools/oneapi/data-parallel-c-plus-plus.html">Intel
oneAPI Data Parallel C++ (DPC++)</a> and currently supports Intel Arc™
GPUs on Linux and Windows, and Intel Data Center GPU Flex and Max Series
on Linux, exploiting ray tracing hardware support.</p>
<h2 id="ospray-support-and-contact">OSPRay Support and Contact</h2>
<p>OSPRay is under active development, and though we do our best to
guarantee stable release versions a certain number of bugs,
as-yet-missing features, inconsistencies, or any other issues are still
possible. For any such requests or findings please use <a
href="https://github.com/ospray/OSPRay/issues">OSPRay’s GitHub Issue
Tracker</a> (or, if you should happen to have a fix for it, you can also
send us a pull request).</p>
<p>To receive release announcements simply <a
href="https://github.com/ospray/OSPRay">“Watch” the OSPRay
repository</a> on GitHub.</p>
<h3 class="unnumbered" id="changes-in-v3.2.0">Changes in v3.2.0:</h3>
<ul>
<li>Sampling improvements:
<ul>
<li>Better performance (lower rendering time and faster
convergence)</li>
<li>More pleasing blue noise enabled when the total number of frames to
be accumulated is known in advance and set as the
<code>targetFrames</code> parameter at the framebuffer</li>
<li>Note a maximum of 64k samples is supported</li>
</ul></li>
<li>Improved <code>denoiser</code> image operation:
<ul>
<li>User-controlled quality levels via parameter
<code>quality</code></li>
<li>Optionally denoise alpha channel as well, enabled via parameter
<code>denoiseAlpha</code></li>
</ul></li>
<li>Support half-precision (16 bit float) texture formats
<code>OSP_TEXTURE_[RGBA16F|RGB16F|RA16F|R16F]</code> and two-channel
32 bit float textures <code>OSP_TEXTURE_RA32F</code></li>
<li>New parameter <code>limitIndirectLightSamples</code> for the
<code>pathtracer</code> which limits the number of light samples after
the first non-specular (i.e., diffuse and glossy) bounce to at most
one</li>
<li>Implement MIP Mapping for better texture filtering. If the
additional memory per texture needed cannot be spared, applications can
disable the generation of MIP maps with device parameter
<code>disableMipMapGeneration</code></li>
<li>The backplate (background texture) is now always sampled at the
pixel center and thus not blurred by the pixel filter anymore</li>
<li>Avoid color bleeding across eye-subimages when stereo rendering</li>
<li>Superbuild uses binary packages of Open VKL</li>
<li>Removed Intel ISPCRT dependency (ISPC compiler is still needed):
<ul>
<li>oneAPI Level Zero Loader is no longer necessary</li>
<li><code>zeContext</code> and <code>zeDevice</code>device parameters
are no longer supported</li>
<li><code>ispcrtContext</code> and <code>ispcrtDevice</code>device
parameters are no longer supported</li>
</ul></li>
<li>Clarify the size of <code>OSP_BOOL</code> to be 1 byte</li>
<li>Fix artifacts occasionally appearing with <code>gpu</code>
device</li>
<li>The new minimum versions of dependencies:
<ul>
<li>Embree v4.3.3 (better error reporting)</li>
<li>Open Image Denoise v2.3 (better image quality with <code>HIGH</code>
quality mode, added <code>FAST</code> quality mode)</li>
<li>rkcommon v1.14.0</li>
</ul></li>
</ul>
<h3 class="unnumbered" id="changes-in-v3.1.0">Changes in v3.1.0:</h3>
<ul>
<li>Principled and Luminous materials support emissive textures</li>
<li>Add native support for disc and oriented disc geometry</li>
<li>Add support for mirror repeat and clamp to edge texture wrap
modes</li>
<li>GPU device now also supports motion blur</li>
<li>Improve noise in reflections of ThinGlass</li>
<li>Improve adaptive accumulation: working with GPU, fix
correlations</li>
<li>Fix indirectly seen albedo and normal buffer</li>
<li>Fix artifacts when using specular texture for Principled</li>
<li>Fixes for PixelFilter
<ul>
<li>Parameter was ignored (always using the default Gaussian)</li>
<li>Avoid a shift/misalignment within the pixel for first sample</li>
</ul></li>
<li>Fix empty image on Windows when <code>focusDistance=0</code></li>
<li>Fix missing SDK headers for <code>ISPCDevice*</code></li>
<li>The new minimum versions of dependencies:
<ul>
<li>Embree v4.3.1</li>
<li>Open VKL v2.0.1</li>
<li>Open Image Denoise v2.2 (better quality with fine details, support
AArch64 CPU on Linux)</li>
<li>ISPCRT v1.23.0 (uses environment variable
<code>ISPCRT_GPU_DRIVER</code> to select GPU to run on when multiple
(i)GPUs are present)</li>
<li>rkcommon v1.13.0 (fixes crash using GPU and emissive geometry)</li>
</ul></li>
</ul>
<h3 class="unnumbered" id="changes-in-v3.0.0"></h3>
<p>For the complete history of changes have a look at the <a
href="https://github.com/ospray/ospray/blob/master/CHANGELOG.md">CHANGELOG</a>.</p>
</div>
</div>
<div id="footer">
© 2013 Intel Corporation <a href="legal.html">Disclaimer and Legal Information</a>
<a href="https://www.intel.com/privacy">Privacy</a>
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