Ukazał się nowy darmowy GI renderer o nazwie VirtuaLight 
  
dane ze strony producenta: 
  
Distributed ray-tracing  
 Global Illumination  
o Indirect diffuse illumination model (Monte Carlo irradiance)  
o Indirect specular illumination model (Photon tracing for true reflective and refractive caustics)  
o Diffuse solar radiation (skylight) with or without Sunlight (from 06:00 to 18:00 GMT)  
 High Dynamic Range Image  
o Input: .HDR (Radiance) + .PFM  
o Output: .HDR (Radiance)  
 Full Quasi Monte Carlo low-discrepancy sampling method to avoid *random noise* and ensure faster convergence to the final result.  
 Volumetric rendering (participating media also able to interact with photon mapping)  
 Chromatic light dispersion (including interaction with photon mapping)  
 6 different light source types including Area lights (spherical, flat and soft spotlight)  
 6 camera lens models (perspective, orthographic, wide angle, fisheye, panoramic, omnimax)  
 Black hole  
 Multiple light attenuation models (constant, linear, quadratic, cubic, range)  
 Basic atmospheric effects (fog, ground fog)  
 Depth of field  
 Adaptive spatial antialiasing  
 12 built-in pixel filters in order to perform pixel sampling  
 Gamma correction  
 Film exposure  
 6 output formats: Targa, Tiff, Jpeg, Png, Bmp or HDR  
 Alpha channel  
 Z-channel  
 Fast (black or colored) hidden line removal rendering for scene preview  
 Experimental scanline rendering method (with ray-traced shadows, reflection and refraction)  
 OpenGL rendering mode for very fast display preview (with surface shader simulation)  
  
  
  
SHADERS   
  
  
 Programmable surface shaders  
 Complete set of surface properties (including brilliance, absorption and iridescence)  
 Multiple specular BRDF for primitive surfaces (Blinn, Phong, Cook, Reitz, Gaussian)  
 Texture mapping (Image and Bump mapping from TGA, PNG, JPG and TIF file formats)  
 Stochastic reflection and refraction models (blurred reflection/transmission)  
 UV mapping  
 True Displacement Mapping  
 Spectrum of colors  
 Multi-layer shaders  
 Composite shaders  
 Indexed shaders (Spectrum of shaders) 
  
  
GEOMETRIC PRIMITIVES   
  
 Bicubic patches (4 basis)  
 Triangular patch  
 Polygon  
 Binary mesh file  
 Box  
 Disk and Ring  
 NURBS patch (uniform and non-uniform knot vector)  
 Quadrics and Superquadric  
 Torus  
 Blobby implicit surfaces (3 types)  
 Polynomial surfaces  
 Implicit surfaces  
 Parametric surfaces  
 Extruded surfaces  
 Surface of revolution  
 Height fields (4 types, image file-based and implicit)  
 Volumetric Hypershape  
 Object Array 2D (map-based placement of object instances)  
 Constructive Solid Geometry (6 operation types) 
  
  
INTERFACE SUPPORT  
  
 More than 60 built-in functions for numeric, vector and functional expressions  
 Conditional processing  
 Tables & Arrays  
 Declarations & variable definitions  
 Binary VIB Development Kit for Visual C++ (6.0 and 7.0) and Borland C++ 5.6  
 Basic particle system  
 Basic animation system 
  
  
więcej na http://www.3dvirtualight.com/