Imagination Previews Brazil 3.0 Beta
August 18, 2011

Imagination Previews Brazil 3.0 Beta

Vancouver, BC - Imagination Technologies, a multimedia and communications technologies company, presented its growing portfolio of solutions based on the new Brazil 3.0 beta interactive raytracing renderer, built using Imagination's Caustic raytracing technologies, including the OpenRL API.

Imagination is demonstrating the beta version of its new rendering engine, called Brazil 3.0, to address the next generation of high-quality, interactive raytraced rendering across a broad range of markets from CAD and industrial design through to gaming and cinematic-quality content creation. Brazil 3.0 embraces the features and capabilities of a world-class renderer, but introduces dynamic geometry support enabling full rendering and manipulation of raytraced rendered objects on the fly. 

Brazil 3.0 is a new renderer implementation, designed from the ground up for real-time, interactive, high-quality visualization. Users can now edit everything in a scene on the fly--including geometry, lights, materials, and shaders.

Brazil 3.0 is built using OpenRL, Imagination's raytracing API that the company intends to promote as an open industry standard. OpenRL is designed to work on any graphics hardware, including Imagination's forthcoming Caustic Professional raytracing board-level solutions.

When Brazil 3.0 is released, artists and designers who have built up libraries of shaders and materials based on Brazil RS 2.0 maps and materials will be able to use them in Brazil 3.0.

The Brazil 3.0 SDK beta enables Caustic Insider ecosystem partners to develop plug-ins to any tool environment or other application. Now, artists and designers can create and visualize concept models right within their favorite modeling tool, eliminating the necessity and burden of exporting scenes to a third-party design visualization package.

The Brazil 3.0 SDK is based on OpenRL, the raytracing API that is device independent and can leverage multiple compute devices simultaneously. Built using similar paradigms to those used in the Khronos family of OpenGL ES, OpenGL, and OpenCL APIs, OpenRL has the ability to support dynamic geometry by updating its acceleration structure to account for transformations and vertex modifications to any model within the scene.

The Brazil 3.0 SDK beta program is now open to software developers.