Brazil Rendering System was a proprietary commercial plugin for 3D Studio Max, Autodesk VIZ and Rhinoceros 3D. Steve Blackmon and Scott Kirvan started developing Brazil R/S while working as the R&D team of Blur Studio, and formed the company SplutterFish to sell and market Brazil. It was capable of photorealistic rendering using fast ray tracing and global illumination.
Developer(s) | SplutterFish LLC |
---|---|
Initial release | 1.0 / September 3, 2002[1] |
Final release | 2.0
/ November 29, 2007[2] |
Preview release | 3.0 beta
/ August 9, 2011[3] |
Type | Rendering system |
License | Proprietary |
Website | www |
Developer(s) | Imagination Technologies |
---|---|
Final release | 1.1
|
Platform | OpenRL |
Type | Rendering system |
License | Proprietary |
Website | www.caustic.com |
It was used by computer graphics artists to generate content for print, online content, broadcast solutions and feature films. Some major examples are Star Wars: Episode III – Revenge of the Sith,[4] Sin City,[5] Superman Returns[6] and The Incredibles.[7]
Imagination Technologies announced Brazil's end-of-life, effective May 14, 2012.[8]
Splutterfish was acquired by Caustic Graphics in 2008[11] (which was later acquired by Imagination Technologies in December 2010.)[12]
After Splutterfish's acquisition by Caustic Graphics, they began a rewrite of Brazil r/s using Caustic's OpenRL API to leverage Caustic's raytracing hardware. The new render engine was initially publicly called the "Brazil 3.0 SDK"[13] but was later renamed the "PowerVR Brazil SDK".) [14]
The PowerVR Brazil SDK was used in Caustic Visualizer, a real-time rendering plugin for Maya and SketchUp, and Neon, a viewport rendering plugin for Rhinoceros 3D.[9] Caustic Visualizer for Maya and R2100/R2500 hardware were EOLed on June 13, 2014[15][16] and Caustic Visualizer for SketchUp was EOLed on March 23, 2015.[17]
In 2015 Imagination Technologies introduced the PowerVR Wizard GPU architecture, that integrated Imagination's hardware raytracing cores. Wizard replaced the OpenRL API with vendor-specific OpenGL ES raytracing extensions. The Brazil SDK, using its internal name 'Resin', was updated to demo the new architecture.[18]
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