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.
build/RibTools.slnwith Visual Studio
Choose the Release build (Debug may be too slow)
Right click on RibRenderToy and choose Set as StartUp Project
Right click on RibRenderToy then Properties -> Debugging -> Working Directory and set it to
Right click in the window to load a test object
That's all !