HAVE A LOOK AT THE NEW
MRF 3 hosted on INRIA gitlab .
Caveat : MRF 3 is still under development but you can already test it
and use it from Blender or on the command line
MRF V3 is based on the MRF V2, which is a rendering Framework I started during my PhD and has received contributions
from Xavier Granier, Mickaël Raynaud and Vincent Lebret-Soler.
A subset of MRF is available when downloading the source code from HDRSee.
Almost all images on this website our publications come from rendering application built with MRF V2 or V3.
MRF main features are:
-
HDR image management with some Tone Mapping operators implemented. HDR
images are stored without any compression scheme but can be exported to .hdr
or .exr format using FreeImage or OpenEXR libraries.
-
Ray-Tracing and Path-Tracing systems as well has Particle-Tracing.
- Uniform Grid as accelerating structure
-
GPU : high-level C++ classes to manage texture objects, framebuffer
objects, vertex buffer objects, shaders and other recent OpenGL extensions
like Bindable Uniform.
-
Area, directional, point light sources are supported as well as the one
generated by HDRShop. Environment map are transformed into directional
light sources.
-
Material support : Lambertian, Physically correct Phong BRDF as proposed
by Lafortune, Ashikhmin & Shirley BRDF. The Aliaswavefront.mtl format is
also supported.
-
Geometry : a lot (too much) of classes to manage meshes with or without
attributes per face or per vertex. Normal maps are also supported. We have
also implemented a kind of progressive mesh used for distributed rendering.
OBJ, PLY and 3DS formats are supported to describe the geometry of the
scene.
- Software implementation of G-Buffer technique
- XML file format for scene and camera
- Maya-plugin to export the camera parameters to a file