A demonstration from Caustic Graphic’s latest, real-time, fully interactive rendering API for integration into 3D graphics applications. This marks the first time that developers will be able to incorporate the look and photorealism of Brazil, the award winning renderer from SplutterFish, directly into their 3D graphics applications.
Brazil for Developers SDK from Caustic Graphics on Vimeo.
The Brazil renderer was rewritten from the ground up to leverage OpenRL™ (Open Ray tracing Library) for standardized access to a wide range of graphics devices from AMD®, Intel®, and NVIDIA®, as well as Caustic Graphics. The Brazil for Developers beta program begins in February 2011 and you can pre-register at caustic.com/?bfd.php
By making the Caustic ray tracing technology part of your rendering solution, you can deliver what many have been clamoring for: state-of-the-art real-time, interactive ray tracing.
OpenRL SDK The world’s first specification for writing ray tracing applications that have standardized access to a wide range of graphics hardware devices from AMD®, Intel®, and NVIDIA®, as well as Caustic Graphics. In the past, developers were forced to program their ray tracing applications “to the metal” by writing to a specific device or accept “vendor lock-in” by using a proprietary closed standard that is limited to a specific subset of hardware. In direct contrast to these expensive and redundant coding methods, OpenRL is a cross-OS, cross-platform API that provides a flexible foundation upon which many different applications can be built. It takes advantage of multiple heterogeneous compute devices simultaneously, so that all CPUs, GPUs, and RTUs (ray tracing unit) cores are fully utilized during the rendering process.