Physically correct, unbiased rendering engine with advanced layered materials, volumetric transport, and AI-accelerated denoising.
Download the latest standalone portable packages for your operating system:
| Platform | Architecture | Download |
|---|---|---|
| macOS | Apple Silicon (M1/M2/M3/M4) | MiRay-macOS-arm.zip |
| Windows | x64 (64-bit) | MiRay-Windows-64.zip |
All versions and changelogs are available on the Releases page.
- Volumetric Path Tracing (VPT): Physically correct light transport with Next-Event Estimation (NEE), Multiple Importance Sampling (MIS, balance heuristic), and Russian roulette path termination.
- Unified Points, Beams, and Paths (UPBP): Progressive photon mapping integrating Bidirectional Path Tracing (BPT), surface photon mapping (SURF), 3D volumetric photon points (PP3D), 2D photon beams (PB2D), and 1D beam-beam radiance estimates (BB1D / BRE). Robustly resolves challenging specular-diffuse-specular (SDS) paths, water/glass caustics, and volumetric light shafts.
- High-Performance Acceleration: Powered by Intel Embree 4 BVH kernels with multi-threaded, lock-free tile scheduling.
- Low-Discrepancy Samplers: Sobol quasi-Monte Carlo sequence (with precomputed high-dimensional direction matrices) and Halton sampler for rapid low-noise convergence.
- AI Denoising (OIDN 2.x): Integrated Intel OpenImageDenoise with Apple Metal GPU acceleration on macOS Apple Silicon and optimized multi-threaded CPU execution, utilizing Albedo and Shading Normal auxiliary guide buffers.
- Multi-Channel Render Passes (AOVs): Beauty, Albedo, Shading Normals, Depth (Z-depth), Object IDs, Material IDs, and Render Layers.
- Hierarchical Layered Architecture: Composable material groups and layers with individual opacity masks, blending modes, and bump mapping.
- Microfacet Specular Models: Trowbridge-Reitz (GGX) and Beckmann distributions with Visible Normal Distribution Function (VNDF) sampling.
- Anisotropic Roughness: Independent roughness and anisotropy parameters with controllable orientation angle and texture mapping.
-
Measured Spectral Data & Complex IOR:
- Direct import of real-world optical measurements (
refractiveindex.infoformats,filmetrics.com, Maxwell Render.ior, SOPRA.nk). - Conversion from spectral wavelengths (CIE XYZ) to RGB color space.
- Complex Fresnel equations supporting dielectric and conductor (
$n, k$ ) materials. - Grazing angle reflection tint (Reflection 90° / edge tint and falloff curve).
- Direct import of real-world optical measurements (
- Thin-Film Interference (Iridescence): Physical wave-optics simulation (Airy equations) calculating phase shifts and reflectance across wavelengths based on nanometer film thickness and refractive indices.
-
Volumetric Media & Subsurface Scattering (SSS):
- Volumetric absorption (Beer-Lambert law) and volumetric emission.
- Subsurface scattering with Henyey-Greenstein phase function (isotropic, forward, or backward scattering).
- Nested dielectric priority tracking for robust overlapping transparent media (e.g. ice in liquid).
-
Surface Displacement & Detail:
- Tangent-space Normal Mapping.
- Steep Parallax Mapping / Relief Mapping with binary search refinement and self-shadowing.
- Oren-Nayar and Lambertian diffuse models with diffuse translucency / transmission.
- Double-sided Geometry: Configurable two-sided or single-sided surface shading.
- Image-Based Lighting (IBL): High Dynamic Range (HDRI / EXR) spherical environment maps with 360° horizontal/vertical rotation, scale, and MIS sampling.
- Multiple Background Modes: Environment projection, transparent alpha cutout, planar images, spherical images, and gradient backdrops (radial, vertical, horizontal).
- Analytic & Area Lights:
- Directional Sun light with tunable angular diameter for realistic soft shadows.
- Spherical / Point lights with physical radius and inverse-square falloff.
- Emissive Geometry lights with CDF triangle importance sampling.
- Virtual Studio Floor: Ground plane with shadow catcher and tunable glossy reflections.
- Lens Projections: Perspective, Orthographic, Spherical (360° Equirectangular panorama), Cylindrical, and Fisheye.
- Physical Depth of Field (DoF): Thin-lens camera model with f-stop, interactive click-to-focus distance, polygonal diaphragm aperture (3–32 blades), and bokeh rotation.
- Snapshots & Interpolation: Scene state snapshots capturing camera pose, object transforms, materials, visibility, and lighting, with smooth transition interpolation and motion blur.
- 3D Geometry Import: glTF / GLB, FBX, OBJ, Blender (.blend), Collada (.dae), 3DS, STL, PLY, DXF (via Assimp).
- Image I/O: OpenEXR, Radiance HDR, TIFF, PNG, JPEG, PSD, BMP, PFM.
- Color Management: Accurate color space conversion and ICC profile handling via Skia CMS (
skcms). - Asset Library: Bundled material presets, studio environments, and Poly Haven CC0 HDRIs and assets.
The repository includes a root Makefile with cross-platform targets for common development workflows:
# 1. Install Conan dependencies, configure CMake, and build
make build
# 2. Run unit test suites
make test
# 3. Package standalone application
make app
# 4. Launch the compiled MiRay application
make run
# 5. Generate native IDE project (Xcode on macOS, Visual Studio on Windows)
make project
# 6. Clean build outputs (bin/, tmp/)
make cleanYou can select target architecture and configuration via modifiers:
make arm release build # macOS Apple Silicon (RelWithDebInfo)
make intel debug build # Intel/AMD x86_64 (Debug)
make debug test # Run tests with Debug configurationTo generate native IDE project files (auto-detects host CPU architecture and platform by default):
make project # Generate Xcode project (macOS) or VS solution (Windows) in Debug
make release project # Generate with RelWithDebInfo configuration
make both project # Generate with both Debug and RelWithDebInfo dependencies
make intel project # Force Intel/x64 architecture
make arm project # Force Apple Silicon architecture- macOS (Xcode):
open tmp/MiRay.xcodeproj - Windows (Visual Studio 2022):
start tmp\MiRay.sln
For the full, in-depth documentation, please see: docs/build.md
├── CMakeLists.txt # Root Modern CMake 3.28+ project configuration
├── conanfile.py # Conan 2 dependency specification and deployment logic
├── conan/ # Conan profiles (mac-arm, mac-x64, win-x64)
├── Core/ # Rendering core, math, materials, integrators, primitives
├── Core.Tests/ # GoogleTest unit tests for Core
├── Shared/ # Utilities, logging, thread pool, shared models
├── FormatModels3D/ # 3D model importer plugin (Assimp)
├── MiRay/ # Qt GUI frontend, main window, render view, QML assets
├── Resources/ # Scene library, shapes, materials, and preview assets
├── tools/ # App bundling and build configs
│ ├── mac/ # bundle.sh (macOS app bundling)
│ └── win/ # bundle.cmd (Windows app bundling), version.rc.in, qt.conf
├── docs/
│ └── build.md # Comprehensive build and distribution documentation
└── Makefile # Development CLI shortcuts
This project is licensed under the MIT License - see the LICENSE file for details.
