• Photorealism
  • Organic Modeling
  • Artificial Intelligence
  • Augmented Reality
 

P.U.R.E. stands for Physically-based Unbiased Rendering Engine.

 

One of the particularities of PURE is that it's built upon physically based equations modeling the transportation of light. Thus, it can fully capture all light interactions between all elements in a scene, getting a wide range of natural phenomenom. These interactions occur with visible surfaces and also layers beneath those surfaces to produce subsurface scattering effects. Moreover, due to the fact that P.U.R.E. is an unbiased renderer, its calculations always converge to the correct solution without introducing any artifact.

All those complex calculations are performed using high dynamic range data and spectral information with spectrally dependent properties for all materials. Indeed, unlike most of the standard rendering engines, P.U.R.E. considers light as an electromagnetic wave defined by a frequency spectrum (infrared to ultraviolet). Ultimately, when rendering process is completed, P.U.R.E. converts the spectral measures stored for each image pixel into a standard color format such as RGB.

 

This technology is one of the most powerful solution for high end rendering in which natural photorealism is fundamental. The good news is that most of its key features are embedded in every product developped by NeuroSystems...

 

Here's a non-exhaustive list of those technical features:

 

CORE ARCHITECTURE

Multi-threaded to take full advantage of multi-core CPUs.

 

SSE2-optimized for optimum performance.

 

Distributed rendering on heterogeneous clusters.

 

Full Spectral rendering with spectrally dependent properties for all materials and spectral integrating rasterizer.

 

Multiple adaptive ray-shooting efficiency schemes (SAH KD-tree, BVH, Octree, Uniform Grid) for faster interaction between light rays and scene elements.

 

Various input and output image file formats: [HDR = OpenEXR, RGBEA, HDR] - [LDR = PNG, TGA and TIFF].

 

IMAGE SAMPLING

Full scene antialiasing.

 

Advanced tone mapping controls (including Reinhard tone mapping for fully automatic tone mapping).

 

Multiple weight-based pixel filters: Cook, Mitchell-Netravali, Windowed Sinc (Box, Bartlett, Welch, Lanczos, Hanning, Hamming, Blackman, Kaiser), Lanczos, Catmull-Rom, Cubic & Quadratic B-Spline.

 

Multiple pixel sampling strategies: Uniform grid, Purely random, Jittered and Multi-Jittered, Poisson Disk, Latin Hypercubes, Halton point set.

 

Multiple texture mapping filters: Nearest Neighbour, Bilinear, Catmull-Rom spline, Uniform B-Spline.

 

ILLUMINATION

Physically accurate full Global Illumination solutions: Photon Mapping, Irradiance Caching, Final Gather, Path-Tracing, Bidirectional Path-Tracing, Energy Redistribution Path-Tracing, Metropolis Light Transport.

Spectral bidirectional path-tracing

- Famous cornell box test room -

 

Test render using Metropolis Light Transport method

 

Image Based Lighting : efficient illumination (including shadow casting) from HDR environments.

 

Reusable Global Illumination solutions for accelerated rendering of walk-through animations.

 

Spectral sky and sunlight model.

 

Materials emitting light, meshes emitting light, advanced area lights.

 

Photometric IES data support.

 

SHADERS AND MATERIALS

Caustics and Diacaustics (reflective and refractive caustics).

 

Spectral dispersion.

 

Support for efficient material layering and compositing.

 

Ambient occlusion.

 

Sub-Surface Scattering (SSS) with diffuse approximation.

 

Displacement mapping.


Bump mapping.

 

Normal mapping.

 

Fresnel reflections.

 

Complex IOR (index of refraction) materials.

 

Advanced absorption, transmittance and translucency.

 

Coating layers (e.g. iridescence, thin film interference).

 

Advanced BSDF (Bidirectional Scattering Distribution Function):

  • Dielectrics (Henyey-Greenstein Phase Function-based incoherent scattering)
  • Diffuse substrate with thin dielectric coating
  • Lambertian
  • Phong
  • Blinn
  • Cook-Torrance
  • Oren-Nayar
  • Schlick
  • Data driven
  • Ashikmin/Shirley Anisotropic Phong.
  • Ward Isotropic and Anisotropic Gaussian

CAMERA OPTICS

Physical camera model (including Focal Length and F-Stop)

 

True Depth of Field

 

Accurate unbiased 3D Motion Blur (including Exposure times)

 

Fish-eye Lens