toxic
An Open Source Global Illumination Renderer

roadmap

This page gives a brief overview of future developments on toxic. Features implementation order and release dates are very likely to change in the meantime.

toxic 1.0 beta stage

Tasks to complete in order to reach the beta stage:

  • Implement refraction (as a volume shader).
  • Implement regular grid acceleration structure / SEADS.
  • Implement some physically plausible reflection models:
    • Modified Phong BRDF (link)
    • Schlick BRDFs (link 1, link 2)
    • Lafortune BRDF (link)
    • Oren-Nayar BRDF (paper not found)
    • Cook-Torrance BRDF (paper not found)
  • Make light emission possible for every bounded objects.
  • Implement better shadow rays distribution amongst light sources, based on their unoccluded contribution to point of interest (link).
  • Implement Paul Heckbert's Elliptical Weighted Average texture filtering (link).
  • Implement innovative debugging capabilities: annotation buffers, timing maps and inspectors (more details later).
toxic 1.0 final

Tasks to complete in order to reach the final stage:

  • Integrate with discreet 3ds max (through 3ds max scripting).
  • Integrate with others major modeling tools (Maya, Softimage).
  • Optimize at every scale (algorithms, code, compiler optimization settings, etc.).
  • Implement a runtime settings optimizer.
  • Port to other compilers and platforms (mainly Linux and MacOS X).
  • Implement multithreading. Support Intel® Pentium® 4 Hyper-Threading Technology (link).
  • Implement distributed rendering amongst multiple computers.


In memory of Robert Beaune (1936–2003).