| Philosophy
Current
productions demand a wide range of complicated effects from renderers.
These demands often result in the development of extremely complicated
and fragile rendering pipelines on the part of the post production company
using the renderer. It is our aim to ease this process by providing an
exceptionally open rendering system. Jig has been designed from the ground
up with total flexibility and ease of use in mind.
The
Jig Algorithm
It
is our belief that no single algorithm will satisfy the needs of any production
facility. As a result, the Jig rendering system encompasses various rendering
algorithms and focuses on combining them with an easy to use pipeline.
Instead of limiting the user with a single rendering algorithm such as
ray-tracing or a-buffer rendering, Jig provides multiple algorithms each
tailored towards solving a different rendering problem. Not only does the
user benefit directly from this modularity, but indirectly from the flexibility
of the architecture required to allow such integration.
Flexibility
Jig
strives to be flexible at every level of the production pipeline. Jig may
be easily integrated into a production pipeline with Perl, an industry
standard scripting language. New shaders, maps, surfaces, displacements,
volume objects, and image processes may be easily added to Jig with its
open C++ plug-in system. Jig's plug-in system allows the user to layer
maps and shaders as if it were a standard composite, allowing the end-user
the ability to construct more sophisticated shaders without requiring any
programming knowledge.
Advanced
Antialiasing
All
renderers are faced with the problem of anti-aliasing, or removing what
are artifacts commonly referred to as "jaggies" or "sizzling". Many techniques
have been created to eliminate these problems in traditional rendering
algorithms. However, extremely small or thin geometry such as particles
or hair still poses a big problem. The only available solutions up until
now have been brute force super sampling techniques which increase render
time and/or memory usage. Jig's point and line primitives are anti-aliased
properly regardless of the super sampling rate. This allows for fewer samples
resulting in faster renders. These anti-aliasing techniques applied to
the self-shadowing of these objects also
provide soft shadows without introducing artifacts.
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