AMD’s commitment to Open Source is growing. Find FireRender now on on the new GPUOpen portal. GPUOpen is  an AMD initiative designed to enable developers to create ground-breaking PC games, computer generated imagery and GPU computing applications for great performance and lifelike experiences using no cost and open development tools and software.

AMD FireRender Technology is State of the Art

shapes2-300x150AMD FireRender technology is a state of the art, physically-based rendering engine enabling interactive workflows for the production of photorealistic images on heterogeneous computing systems. Based on the industry standard OpenCL™ API, FireRender can harness compute capabilities from multiple resources in a heterogeneous environment.
The FireRender engine is a full-fledged unbiased path tracing renderer and also includes a native physically-based material system. The FireRender SDK provides a C++ library that allows for easy integration into applications wherever fast, high quality rendering is needed.

SPECIFICATIONS AND FEATURES

FireRender is an unbiased path tracing engine. Written using OpenCL 1.2, FireRender can run on virtually any hardware, including hardware that supports the OpenCL standard. FireRender also provides a CPU backend which means that FireRender can run on GPU, CPU, CPU+GPU, or a variety of combinations of multiple CPUs and GPUs.

MINIMUM SYSTEM REQUIREMENTS

The FireRender SDK has the following requirements:

  • A PC with Windows® 7, Windows® 8, Windows® 8.1 or Windows® 10 installed.
  • Any GPU with OpenCL 1.2 driver support
  • Suitable AMD Catalyst™ drivers installed. Each SDK package mentions the minimum driver version required.
  • Microsoft Visual Studio 2013 installed to compile the samples.
  • The Visual Studio 2013 redistributable is required to run precompiled SDK sample binaries.

 

 

 

FireRender is Feature Rich

Below are some of the supported features:

  • API (C-style)
  • Unbiased/biased path-tracing
    • State of the art sampling algorithms
    • Multiple importance sampling
    • Many lights support
    • Adaptive rendering
  • Physically-based materials
    • Layered material support
    • Standard uber-material
    • Volumetrics
  • Physically-based camera
    • Lens and sensor simulation
    • Physical bokeh
    • Motion blur
    • Analytic and physical lights
    • Point, directional, spot lights
    • Area lights
    • Image based light with IS
    • IES profiles support
    • Incandescent material
    • Physical skylight
    • Post-processing filters
    • Numerous image reconstruction
    • Tonemapping
    • Based on open technologies
    • OpenCL
    • OpenGL (interop supported)
    • OpenImageIO
    • OpenVDB

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EXAMPLE

// Create OpenCL context using a single GPU
fr_context context = frCreateContext(FR_API_VERSION, FR_CONTEXT_OPENCL, FR_CREATION_FLAGS_ENABLE_
GPU0, NULL, NULL, &status);
// Create a scene
fr_scene scene = frContextCreateScene(context, &status);
// Create cube mesh
fr_shape cube = frContextCreateMesh(context,
(fr_float const*)&cube_data[0], 24, sizeof(vertex),
(fr_float const*)((char*)&cube_data[0] + sizeof(fr_float)*3), 24, sizeof(vertex),
(fr_float const*)((char*)&cube_data[0] + sizeof(fr_float)*6), 24, sizeof(vertex),
(fr_int const*)indices, sizeof(fr_int),
(fr_int const*)indices, sizeof(fr_int),
(fr_int const*)indices, sizeof(fr_int),
num_face_vertices, 12, &status);
/* …
More API calls here
*/
// Create simple diffuse shader
fr_shader diffuse = frContextCreateShader(context, FR_SHADER_LAMBERT, &status);
assert(status == FR_SUCCESS);
// Set diffuse color parameter to gray
status = frShaderSetParameter4f(diffuse, “kd”, 0.7f, 0.5f, 0.7f, 1.f);
assert(status == FR_SUCCESS);
// Set shader for cube & plane meshes
status = frShapeSetShader(cube, diffuse);
assert(status == FR_SUCCESS);
// Progressively render an image
for (int i = 0; i < NUM_ITERATIONS; ++i)
{
status = frContextRender(context);
assert(status == FR_SUCCESS);
}

INTEGRATIONSshapes1

An integration of FireRender with 3ds Max© was developed in cooperation with Render Legion s.r.o., developers of Corona Renderer. The FireRender plugin supports both FireRender and Corona materials as well as V-Ray materials using the Corona Renderer material converter.

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DOWNLOADS

If you have a password, please go to this page and enter your password to access the downloads.

If you do not have a password, and you wish to register your interest in FireRender SDK or FireRender 3DS Max plugin downloads, please send an email to FirePro.Developers@amd.com with the following information:

  • Name and location of company
  • Name and email of contact point for SDK or 3DSMax plugin access (only company emails please)
  • List of graphics cards targeted
  • Application title(s) if targeting the SDK

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