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"v" For V-ray

If you have done any work with Autodesk 3dsmax, chances are you have already heard about V-Ray - a 3rd party render engine, if not *the* render engine for 3dsmax. Although popular, little is known about the history of this inordinate product.
In the beginning, there was the ray caster - AtmosBlender

The first pieces of code that would later become the V-Ray rendering engine, sprang to existence at the end of the year 2000, as part of a small in-house project at Chaos Group. This project was called AtmosBlender and its purpose was to allow different atmospheric effects to blend properly, as this was an issue. AtmosBlender included a small number of sample atmospheric effects and a simple ray caster was required for the proper calculating of the shadows for these effects. This ray caster, originally named SDTree (from space SubDivision tree), became the heart of what is now known as V-Ray.

It quickly became clear that the ray caster was much faster than the built in raytracer of 3dsmax and could be used for faster raytraced shadows, reflections, refractions and so on. At the same time, it became obvious how impossible it would be to integrate efficiently these effects into the existing scanline renderer, the materials or shaders. The decision was to write a completely new render engine that would fully utilize the power of raytracing. Hello V-Ray.

A year of intensive research followed. The state-of-the-art solutions for photorealistic rendering were examined in detail. The programmers at Chaos Group quickly realized that the existing techniques were either too slow or unreliable to be used in production, which required the development of completely new algorithms for many aspects of the rendering process. A great deal of innovation was required to make the task of rendering with global illumination within the limited computer resources achievable. The end result was a set of original methods for calculating global illumination, which became the foundation for the success of V-Ray.

By: andiperim

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