Getting started with lucille
All you need in order to get started building rendering software with lucille is:
- The latest version of lucille source code
- The latest version of M³ binary code
- A supported hardware environment
- Getting started guide
The source code of lucille is freely available to the public. Customizing lucille source code is the easiest and most effective way to build rendering software. Along with lucille source code, the M³ Platform is provided, which optimizes software to multi-core and multi-node environments. By customizing lucille, you will be able to achieve a parallelized renderer easily.
Once the lucille source code is working, you can potentially achieve even more performance gain by adding one or more CPUs.
Get started now by downloading:
lucille source code
M³ supports following sets of hardware, OS, and compilers.
|x86 CPU||Microsoft Windows7 64bit||Microsoft Visual Studio 2008 Microsoft Visual Studio 2010|
|Linux 64bit : Cent OS, Yellow Dog Linux||gcc 4.4 or higher|
|Mac OS X Lion||gcc 4.2|
|Power Architecture||Linux 64bit : Cent OS, Yellow Dog Linux||gcc 4.4 or higher|
Getting started guide
You may want to read through the M³ Getting Started Guide to help you get started using M³ as well as building and running the included sample applications.
We also have a growing set of M³ Wiki documents including Source code reference, API reference, and FAQs.
Getting Started Guide
M³ Developer Guide
How does M³ accelerate a renderer?
M³ provides Parallel Framework and Primitive Library which can achieve parallelized processing automatically, and additionally include Computer Graphics Libraries and Frameworks. M³ gives you more time to focus on the development of your original rendering algorithms.
The figure shows the architecture of lucille. The algorithms in the modules are automatically performed in parallel, and thus achieve high processing speeds. Simply customize the modules in lucille Source Code. The basic development method is as follows:
- Input your original logic to "Scene Construction Module" to add other input data formats.
- Input your original rendering logic to "Ray Tracing Module". In this development, you can use our math kernel functions, like 4x4 Matrix calculation, Mersenne Twister, and Intersection Detection.
- Input your original shading logic to "Shading Module" to add new shaders.
- Input your original output logic to "Output Module" in order to add other output data formats.
To learn more about M³, visit Fixstars website