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  • Relighting: 3Delight is now able to continuously rendering scenes while accepting updates. For Maya users, this means IPR support and for Softimage users it means real-time render view updates.
  • Introducing multiple-importance sampling to the trace() shadeop. This allows easy development of physically-plausible materials.
  • New subsurface algorithms improves performance (up to ten times 10x faster in global illumination contexts) and renders crisper images.
  • Out-of-the-box support for MARI textures (UDIMs).
  • Statistics in the multi-threading case are as precise as in the single-threaded case.

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  • Ray-tracing performance has been improved to such a degree that we now recommend using the ray-tracing hider as the default renderer for scenes with highly complex geometry (instead of REYES). Users can expect gains up to two orders of magnitude 20x faster when using multi-bounce global illumination and glossy reflections.
  • Ray-tracing of motion-blur, even in the most extreme cases, is not a problem anymore. Performance is such that there are no objectionable speed differences between motion-blurred and static frames.
  • Ray-tracing of dense and translucent surfaces, such as hair, is up to 300% 3x faster.
  • Ray-tracer startup time has been diminished. Space partition build has been multi-threaded and other, geometry specif optimizations, have been implemented.
  • Sampling in the ray tracing algorithm has been greatly improved. This means
  • Subsurface scattering is 500% 5x faster when combined with the path tracer.
  • Multi-threading scalability have been improved for both the REYES rendering algorithm as well as in the path tracetracer.
  • Better multi-threading of texture reads. This can drastically improve render times when using a very large amount of texture files. We measured improvements of up to 25% faster.
  • Rendering dense volume clouds (region with many interior shaders) is up to 250% 2.5x faster.
  • Point-cloud writing is now multi-threades.
  • Shader compiler produces better code and is able to use up to 50% less varying variables as before. This translate to faster renders.
  • Access to very large files have been improved by using memory mapped I/O when possible. This is especially useful when accessing large point-based files.
  • Memory usage usage for very large polygonal meshes. We measured up to 4 time 4x less memory used on some typical production scenes.
  • tdlmake is two times 2x faster.

i-display

i-display has been inproved to provide users with a more complete image viewing software. In this release, it provides the following improvements:

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