Our Development Platforms
We have structured our development into two areas, codenamed Tachyon and Helios.
Tachyon hosts our product development efforts for U-RENDER. We will continue to
deliver new features throughout the year. Some of these are on its way already -
others will be evaluated, based on feedback from our customers and the community.
We invite you to let us know what features you need so we can prioritize them
Helios is our platform for new technologies that will end up in U-RENDER in the
future. We are researching how we can leverage new multi-core CPU architectures
with loads of cores and how we can incorporate new technologies like real-time
ray-tracing, which have been made available though modern APIs like Vulkan,
DirectX and Metal. These new APIs also support multi-GPU development at a
We expect OpenGL to be supported and healthy for many years to come on Windows
and Linux but with waning support for new technologies like real-time ray-tracing.
At the time being, there is still no OpenGL extension for it. Khronos is moving
ahead with Vulkan as their prime API and NVIDIA supports real-time ray-tracing
on DirectX, Vulkan and their propriety CUDA platform. OpenGL is prominently
missing from the list.
Helios is an ongoing research effort which we expect to yield first results by
the end of the year.
The Next Features
In the next months we are planning to release new features like some fundamental
real-time color grading post effects and a first implementation of subsurface
For subsurface scattering we are looking into several methods that promise good
looking results. To achieve plausible results we need to account for two effects.
First, light that hits the object from the front is scattered within the material.
This diffusion softens the lighting and bleeds color into darker areas. We are
working on a solution that will allow good control over the effect and avoids the
requirement for preset diffusion profiles.
The second effect that, in some situations, can be much more noticable is the
scattering of light that hits the object from the back. We will implement this
kind of translucency by using approximations that deliver plausible results to
further increase the realism of the subsurface scattering effect.
The first release of our real-time color grading post effect will have fundamental
controls for saturation, brightness, contrast, exposure and gamma. We plan to add
more features like curves, color temperature, histogram and clipping display.
In the future we might even support color grading LUTs (look up tables).
Our goal is to deliver first implementations of these two features in April and