50 Rendering & Engines¶
The Atlas is a map of observation systems, not a ranking of technologies. This territory names engine and renderer context for computational observation — not a shootout or compatibility scorecard.
Scope¶
Rendering and engine systems provide viewports, cameras, scene graphs, offline integrators, intersection libraries, GPU frameworks, scene formats, and color pipelines that contextualize computational observation.
Context map¶
| Technology | Atlas context |
|---|---|
| Blender | Content creation and offline or interactive rendering workflows |
| Godot | Real-time engine and the first xPRIMEray observatory shell |
| Unreal Engine | Real-time engine, scene system, and rendering stack |
| Unity | Real-time engine, scene system, and rendering stack |
| Mitsuba | Research-oriented rendering and differentiable rendering context |
| PBRT | Reference-oriented physically based rendering concepts and implementation |
| Embree | CPU ray-intersection kernel context |
| OptiX | GPU ray-tracing framework context |
Inclusion identifies a relevant capability family. It does not assert plugin compatibility, feature equivalence, output agreement, performance, endorsement, or rank. The Renderer Landscape and Adapter Landscape provide further context.
Adapter claims require explicit contracts and evidence for each technology. See Project Glowing Heart.
Reading boundary¶
This territory follows the Atlas reading boundary. Visual resemblance between engine output and Core artifacts is not evidence of equivalence.