Seminar 13/04 – Toward versatile rendering in the Radium Engine

For the STORM seminar on Friday, April 13, Mathias Paulin will give a presentation titled Toward versatile rendering in the Radium Engine.

Abstract
The Radium Engine was first developed for animation purpose, then geometry processing. Its now time to allow also advanced rendering functionalities in the Radium Engine.
For now, each of us develop their shaders and renderers, following the monolithic design of the rendering layer in Radium. This results in low code reusing, maintenance difficulties and limited impact on the work of other researchers.
By refactoring the rendering capabilities of the Engine, we aim at offering some integrated features as well as fine grained software components to improve the usefulness and the extensibility of the Engine for rendering.
We will discuss design choices we made to improve the rendering versatility of the Radium Engine and functionalities requirements whose each of us would like to benefit for realtime visualisation, realtime physically-based rendering, expressive rendering but also for high quality illustration purpose and off-line rendering.