At the core of RibTools there is RibRender, the rendering engine, built with speed and scalability in mind.
Parallelism is implemented at all levels:
- Instruction level (adaptive N-way SIMD)
- Many-core hardware (multi-threading)
- Network-distributed rendering (custom protocol over TCP/IP)
RibTools is a rather crude experiment and it's only tested against a small selection of simple scenes included in the project.
Building & running
Instructions for Windows and Visual Studio.
1) Go to
Sources/ and launch
build/RibTools.sln with Visual Studio
3) Choose the Release build (Debug may be too slow)
4) Right click on RibRenderToy and choose Set as StartUp Project
5) Right click on RibRenderToy then Properties -> Debugging -> Working Directory and set it to
7) Right click in the window to load a test object
That's all !