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V-Ray is a biased computer-generated imagery rendering software application developed by Bulgarian software company Chaos. V-Ray is a commercial plug-in for third-party 3D computer graphics software applications and is used for visualizations and computer graphics in industries such as media, entertainment, film and video game production ...
[citation needed] Corona is provided as a plug-in for Autodesk 3ds Max and Maxon Cinema 4D, and a standalone GUI-less application. Chaos Corona is a CPU-based rendering engine that can perform both biased and unbiased rendering and is sometimes used as a benchmark tool to measure CPU performance in multi-threaded workloads. [3] [4]
The number of refractions a “ray” can make, and how it is affected each time it encounters a surface that permits the transmission of light, is controlled by settings in the software. Here, each ray was set to refract or reflect (the "depth") up to 9 times. Fresnel reflections were used and caustics are visible. (Image created with V-Ray.)
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment . [ 3 ]
3ds Max , originally called 3D Studio MAX, is a comprehensive and versatile 3D application used in film, television, video games, and architecture for Windows and Macintosh (but only running via Parallels or other VM software). It can be extended and customized through its SDK or scripting using a Maxscript.
3ds Max Cloud Rendering – a technology preview cloud rendering system for Arnold on 3ds Max. [ 109 ] [ 110 ] Azure Batch Rendering – a cloud rendering system for Maya, 3ds Max and Arnold, which is provided by Autodesk and Microsoft.
Global illumination [1] (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the ...
Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.