NOTICE: Major development was suspended in 2010. Only occasional maintenance and refactoring updates are applied.
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.
- Go inside the directory
- Right click in the window to load a test object
That's all !
* In case of Windows, it's possible to open the Visual Studio solution located inside
Make sure to select the Release build.
RibTools was developed by Davide Pasca in 2009-2010. Development is currently suspended.
This software is released under the New BSD license .
This following software libraries are utilized in the project:
The Killeroo model is Copyright of Headus, used with permission: http://www.headus.com.au
The Sponza Atrium model is originally from Marko Dabrovic: http://hdri.cgtechniques.com/~sponza/files/
The RIB version was taken from the Lucille renderer distribution and modified as needed: http://lucille.sourceforge.net/
Most of the included RIB files are old samples that I found included in the RenSH project: http://www.dctsystems.co.uk/RenderMan/rensh.html
Other sample scene files were found on the Internet and are assumed to be freely redistributable.
For any issues regarding attribution, please contact me at
The RenderMan® Interface Procedures and RIB Protocol are: Copyright 1988, 1989, Pixar. All rights reserved. RenderMan® is a registered trademark of Pixar.