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Draft:Analytic Rendering Interface

From Wikipedia, the free encyclopedia
  • Comment: Per WP:EL, please remove external links from body text, and reduce the number of items in the 'External links' section. Thank you, -- DoubleGrazing (talk) 08:05, 26 March 2022 (UTC)
  • Comment: The sources cited include the organisation's own website, and a press release issued by them. The remaining two articles are both from the proprietary Graphic Speak website which may not be independent and reliable enough to count towards WP:GNG notability.
    All the cites are in the 'History' section, with the rest of the article entirely unreferenced.
    -- DoubleGrazing (talk) 08:05, 26 March 2022 (UTC)

ANARI
DeveloperKhronos Group
Preview release
1.0 / November 2, 2021; 4 years ago (2021-11-02)
Operating systemCross-platform
PlatformCross-platform
TypeVisualization and 3D rendering API
LicenseApache License 2.0
Websitewww.khronos.org/anari/
Repositorygithub.com/KhronosGroup/ANARI-Registry

ANARI (ANAlytic Rendering Interface) is an open, royalty-free standard for developing cross-platform 3D Data Visualization applications that take advantage of modern 3D rendering and ray tracing capabilities. It provides a high-level C99 API for rendering 3D surfaces and volumes, using a variety of back-end renderers and associated rendering algorithms. It is developed by a working group managed by the Khronos Group consortium, and is described in the IEEE journal Computing in Science and Engineering[1] and the Eurographics 2022 Poster[2].

VMD visualization of Satellite Tobacco Mosaic Virus rendered using the ANARI API with a developmental OSPRay ray tracing back-end.

Implementations

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ANARI example rendering of a 3-D parametric surface using a developmental VisRTX ray tracing back-end.

The following implementations of the provisional ANARI specification are available and are expected to pass the Khronos ANARI Conformance Process when it is available.

  • AMD RadeonProRender[3]
  • Intel OSPRay[4]
  • NVIDIA VisRTX[5]
  • NVIDIA USD[6]

History

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Work to define the requirements for a high-level API that could simplify the development of cross-platform visualization applications started in November 2019 with the formation of the ANARI exploratory group.[7] On March 3, 2020 the ANARI Working Group was formed[8][9] to work on the detailed design of the ANARI API and SDK. On November 2, 2021 ANARI 1.0[10][11] was released as a provisional specification and open source SDK to enable industry feedback via the ANARI GitHub[12] before the specification is finalized (expected 2022). Organisations cited as being involved in the development of the specification include: AMD, Argonne National Laboratory, Autodesk, Boeing Company, delta-h, D/VisionLab, Intel, Kitware, NVIDIA, Oak Ridge National Laboratory, SURVICE Engineering, Tecplot and the Texas Advanced Computing Center[13]

Motivation

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Low-Level 3D APIs such as DirectX, OpenGL, and Vulkan abstract the low-level details of rendering hardware, and require application developers to take on greater responsibility for high-level 3D engine and visualisation development[14]. As rendering algorithms and hardware acceleration technologies have advanced, the complexity of building and maintaining such rendering engines has steadily increased, reaching a peak with real-time ray tracing and global illumination[15]. The combination of these factors led to the development of a comparatively high-level API that visualization applications developers could use to provide cross-platform access to state-of-the-art rendering engines. See Past Perspectives in the IEEE Computing in Science Article[16]. ANARI fits between these visualization applications and libraries that are layered above it, and lower level renderers, rendering software frameworks, and 3-D graphics APIs.

References

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  1. ^ Stone JE, Griffin K, Amstutz J, Demarle DE, Sherman W, Guenther J (30 March 2022). "ANARI: A 3D Rendering API Standard". IEEE Computing in Science & Engineering. 24 (2): 7–18. Bibcode:2022CSE....24b...7S. doi:10.1109/MCSE.2022.3163151. PMC 9718494. PMID 36465066.
  2. ^ Griffin, KevinShawn; Amstutz, Jefferson; DeMarle, Dave; Günther, Johannes; Progsch, Jakob; Sherman, William; Stone, JohnE.; Usher, Will; van Kooten, Kees (13 June 2022). Eurographics 2022 Poster. Eurovis 2022 - Posters. The Eurographics Association. doi:10.2312/evp.20221126.
  3. ^ "AMD RadeonProRender". GitHub. 21 November 2022.
  4. ^ "Intel OSPRay Implementation". GitHub. 30 August 2022.
  5. ^ "NVIDIA VisRTX Implementation". GitHub. 8 December 2022.
  6. ^ "NVIDIA USD Implementation". GitHub. 26 July 2022.
  7. ^ Peddie, Jon (15 November 2021). "Visualizing data—analytic rendering via Khronos". Graphic Speak. Jon Peddie Research.
  8. ^ "Exploratory Group becomes full Working Group to develop standard for data visualization". khronos.org. 3 March 2020.
  9. ^ "HPC Wire: Khronos to Develop 'ANARI' Analytic Rendering Interface API Standard". hpcwire.com.
  10. ^ "Khronos Releases ANARI 1.0 Provisional API for Scalable 3D Data Visualization". HPC Wire. November 2, 2021.
  11. ^ "Intel developing ANARI implementation to provide access to Intel OSPRay". Intel. November 2, 2021.
  12. ^ "ANARI GitHub repository". GitHub. 30 November 2021.
  13. ^ "Khronos tries to get everybody meet at their house". gfxspeak.com. 3 September 2021.
  14. ^ "Vulkan 1.0 specification". Archived from the original on 2022-09-07. Retrieved 2022-09-07.
  15. ^ Lambru, Cristian; Morar, Anca; Moldoveanu, Florica; Asavei, Victor; Moldoveanu, Alin (2021). "Comparative Analysis of Real-Time Global Illumination Techniques". IEEE Access. 9: 125158–125183. doi:10.1109/ACCESS.2021.3109663. S2CID 237518769.
  16. ^ Stone, John E.; Griffin, Kevin S.; Amstutz, Jefferson; Demarle, David E.; Sherman, William R.; Gunther, Johannes (30 March 2022). "ANARI: A 3D Rendering API Standard". IEEE Computing in Science & Engineering. 24 (2): 7–18. Bibcode:2022CSE....24b...7S. doi:10.1109/MCSE.2022.3163151. PMC 9718494. PMID 36465066. S2CID 247871895.
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