Very cool! Now, if I could just get some free time to play with it...
Fellow and Vice President, Sun Microsystems, Inc.
Creator of the Java programming language
jrMan is an open source version of the REYES rendering algorithm used by Pixar's PhotoRealistic Renderman.
Almost all digital production work in the film industry is rendered using this algorithm, yet most computer graphics textbooks fail to mention it or only provide a very superficial description of how it works.
The main objective of the jrMan project is to provide an open source implementation of the REYES rendering algorithm to permit, both students and teachers, to understand how it works and experiment with it.
To achieve this objective the source code must be easy to read and should run on most operating systems. This is the one of the reasons we are implementing it in Java.
|February 23, 2007|
|February 20, 2007|
jrMan 0.4 released! You can download it here.
This image was rendered in 6m6s using a 3 GHz Pentium 4
(Killeroo data used with permission from http://www.headus.com)
|December 16, 2003|
jrMan 0.3 released! You can download it here.
This image was rendered in 52s using a 1 Ghz Duron
|September 30, 2003|
jrMan 0.2 released! You can download it here.
|August 23, 2003|
We finished implementing shadows in jrMan (using shadow maps)
This image was rendered in 11m using a 1 GHz Duron (with 8x8 samples per pixel, .25 shading rate and 64 samples for the shadow map, with more "typical" values it only takes 2m17s)
|June 27, 2003|
jrMan now implements high quality texture mapping (using mipmaps and trilinear interpolation) and all standard Renderman pixel filters.
This image has only 3 primitives! (2 spheres and 1 bilinear patch). All the detail is done with texture mapping and displacement mapping. It was rendered in 3m36s using a 650 Mhz Athlon.
|June 6, 2003|
We are doing some texture tests for jrMan 0.2.
|Here is a frame from an animation test with textures:|
This animation was rendered in 2h42m14s using a 650 Mhz Athlon. Each frame is 512x384 and took an average of 2m8s to render. You can click on the image to see a full size frame, or you can click here to download the entire animation (831 KB)
|May 29, 2003|
jrMan 0.1 released! You can download it here.
Here are some sample images rendered by jrMan 0.1:(you can see the full size images by clicking on the samples).
|May 23, 2003|
Added surface shader: shinymetal.
Added volume shaders: fog and depthcue
Added better error handling
|May 22, 2003|
New primitives added: Bilinear and Bicubic (Bezier) Patches.
Added surface shaders: constant, matte, metal, plastic, glow, randomcolors
Added light shaders: ambientlight, distantlight, pointlight, spotlight
Added displacement shader: bumptest
|May 18, 2003|
New primitives added: Cone, Disk, Points
Added optimization to avoid shading primitives hidden by other primitives
Added optimizations for large scenes.
|May 7, 2003|
New primitive added: Cylinder
Also fixed a bug in the implementation of Torus
|May 6, 2003|
With the new optimizations in jrMan, André Descombes reports that he now rendered the one million spheres image in 7 minutes!
|May 5, 2003|
The draft version of jrMan can now render images using two types of primitives: Sphere and Torus.
Here is a sample image rendered with jrMan by André Michel Descombes in 58 minutes using an Athlon at 1.2 GHz. This scene has 1,000,000 spheres!
You can click on this small sample to see the full 1200x900 rendered image.
SourceForge page: jrMan
Forums: jrMan forums
Mailing Lists:Note: The forums are now the preferred option to discuss anything related to jrMan.
You can see what we are working on by checking out the drafts module from the CVS repository and subscribing to the jrMan developers mailing list.
To check out the drafts module:
cvs -d :pserver:firstname.lastname@example.org:/cvsroot/jrman login
cvs -z3 -d :pserver:email@example.com:/cvsroot/jrman co drafts
Or you can browse the CVS repository at http://jrman.cvs.sourceforge.net/jrman/drafts/
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