Radeon ProRender Will Unleash Creativity

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When you connect photorealistic rendering with the human imagination, a vast horizon of new possibilities opens up. Whether games, applications or workflows, photorealistic rendering gives storytellers a tool of unprecedented power. So powerful, we believe, it will enable them to “create the impossible”.

When it comes to the underlying technology, what’s the best way to release that power? At AMD, we believe that software, like imagination, should flow freely – it should not be limited by any single company. That’s why we are going to move Radeon ProRender, our high-performance photorealistic rendering technology, into the realm of open source software.

At SIGGRAPH 2016 in Anaheim this week, we are announcing that AMD FireRender is becoming Radeon ProRender, and we are placing this powerful physically-based rendering engine on GPUOpen, our open source initiative that provides developers a large library of no-cost, open-source, and vendor-neutral graphics resources.

Our goal is to democratize the tools and libraries professionals need to do their work. GPUOpen is a completely open source resource for GPU software tools and libraries. On GPUOpen, AMD has enabled a number of open development tools and software for developers working with GPUs, including tools and software supporting HDR, VR and low-level APIs like DirectX® 12 and Vulkan™, all at zero cost.

As for Radeon ProRender, it is built on open standard Open Computing Language (OpenCL™) 1.2, allowing it to run on virtually any hardware that supports OpenCL. Also, Radeon ProRender can run on a GPU, a CPU, or a CPU+ a GPU, or a variety of combinations of multiple CPUs and GPUs.

The Radeon ProRender SDK provides a C++ library that allows for easy integration into applications wherever fast, photorealistic rendering is needed.

Availability of Radeon ProRender on GPUOpen is planned for early September, and will enable developers to execute photorealistic rendering with exceptional performance – and to gain the economies and richness of open-source software. The fetters of imagination are about to be cut.

Click here to learn more about Radeon ProRender and to get the plug-ins.

Melanie Ball is Director of Media & Entertainment, Radeon Pro for AMD. His/her postings are his/her own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.

5 thoughts on “Radeon ProRender Will Unleash Creativity

  1. You recently announced at Siggraph, a partnership with the Foundry, regarding Nuke and AMD / OpenCL workflows. Please consider extending that partnership towards the integration (or porting) of ProRender to their 3D application, Modo. I am switching from 3ds Max to Modo myself, however the GPU rendering solutions for it are limited to just one 3rd party plugin.
    I tested ProRender on 3ds Max and am quite impressed. I’m certain the Modo community will be, as well, and while smaller than the 3ds Max or Maya userbase, it would receive a much wider adoption among its community. Thank you for your consideration of this matter.

    Best Regards,
    Don Nash
    3D Generalist

  2. Is there anyone at AMD that can provide developer info about access to an SDK to Radeon ProRender. I’ve sent numerous emails with no response.

  3. @Melanie: At this site you can only find links to download binary versions of currently available plugins for Maya, Max,…
    The Github repo also only contains binary releases, the source code is empty and the source repo is empty too.
    On https://radeon-prorender.github.io/ the “Community” link to the discussion forums currently points to a dead link.
    Can you provide a current link to the open source code & to the actual discussion forums for the open source version ?

    Thanks & Kind Regards

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