ORRC - Own-Renderer Render Competition
Contents
News -
Overview -
Community -
Current round -
Previous rounds -
Rules -
Rendering resources
- 20 Sept. 2026: Round 1 has started! Check the
current round section for details.
This is the Own-Renderer Render Competition. Write a 3D renderer, use it
to render the best image, and win eternal glory!
ORRC is a recurring on-line competition for 3D rendered images produced by the
pariticpants' own custom renderers. Each round lasts one month, in which you can
write a 3D renderer from scratch, or continue working on your existing renderer, and
have it render an image that incorporates some element of the theme provided for
that round.
To ensure that the renderer used is a reasonably active current project, you need
to add at least one new feature or improvement to your renderer, that is used in the
rendering for that round. It can be a new feature, a performance improvement, or
something else, but you have to demonstrate how it's utilized by the render for that
round.
Submissions will include the output image, the renderer itself, any assets needed for the
render, and a readme file with all the relevant information. See the
rules for details.
The idea originated as a more interesting take (for graphics programmers) on
traditional ray tracing competitions, but feel free to use any rendering algorithm
you like: ray-tracing, radiosity, reyes, splatting, rasterization, or any
combination that makes sense for what you want to achieve. Using 3rd party
renderers, or 3rd party game engines is not allowed. You have to write it yourself.
Also not allowed are vibe-coded renderers generated by LLMs. You can use LLMs to
find bugs, or gather information, but not to generate your code.
For more details see the list of rules at the bottom.
Organizer: John Tsiombikas (Nuclear / Mindlapse)
Join us on IRC to discuss anything related to the competition, or writing a
renderer for it: channel #orrc on
libera.chat.
You can also find us in the Graphics Programming discord, at the
ORRC chat
in the community projects section.
Round 1 has started!
- Theme: cyberpunk
- Deadline: 20 October 2026
Voting will open shortly after the end of the round, and will remain open for
a week. The results will be announced after the voting period ends.
None yet.
Here's the full list of rules:
-
Write your own renderer using any rendering algorithm you like. It can be a
new renderer from scratch, or an existing active project, with at least one
new feature used in the entry.
-
You can't use a 3rd party renderer, 3rd party game engine, or a renderer
generated by an LLM. It must be your own code.
-
Each round of the competition will have one or more themes, announced when the
round starts. Make sure to use at least one of the themes in your entry.
-
Each round will run for 1 month. You may submit multiple times during that
period. Anything other than your last submission will be ignored.
-
Submit an archive (gzipped tar or zip) containing:
- The final rendered image.
- The program itself with any libraries and assets necessary to run it,
excluding standard system libraries, or libraries that can be installed
easily with simple package manager command (specify the command in your
readme file).
- A readme file containing:
- Name of the submitter: can be anything you want to be shown next
to the entry as attribution
- Name of the renderer (optional).
- Title of the entry.
- Contact information (at least an email address).
-
Instructions on how to run the renderer in order to produce the
same image you included. Include an estimate of how long it takes
to render the image.
-
A declaration of whether it's a new renderer or a pre-existing
project. If it's a pre-existing renderer, also point out the new
feature you added and how it was used in the image. For example
this could be a statment like:
Added procedural textures, used for the tree bark and clouds.
-
Any other information you want to provide about the renderer or
the image.
-
The renderer can either open a window and show the rendered image, with some
clear indication of when it's done, or it can just output an image file in the
current directory when it's done. Progress bars are appreciated but not
required.
-
The renderer can be written in any language, for any operating system or
computer you like. If it's doesn't run on a common PC running GNU/Linux or
Windows, include a video capture of the renderer being executed and the image
being displayed, even if it means a video showing a terminal with a
blinking cursor for half an hour. You can include the video in the archive, or
provide a youtube link in the readme file.
-
Participating as a group is allowed. Make a note of it and identify all
members that worked on it in your readme file. A group can include multiple
programmers working on the renderer, artists working on assets for the
rendering, or anything else.
-
Multiple submissions from the same person or group are allowed, as long as
they are materially different and distinct from each other. You can't submit
the same scene, rendered the same way, from different viewpoints or under
different lighting conditions, but you can submit entirely different scenes,
or distinctively different rendering styles. The organizers maintain the right
to ask you to pick one of your submissions, if they're not deemed different
enough.
-
Releasing your renderer as free/open source software is not required, but very
much recommended and highly appreciated. If you decide to do so, include the
corresponding source code in your submission archive, don't forget a license
file or statement, and if applicable provide the link to a public repository
in your readme file.
You can submit your entry in several different ways:
-
If your entry is less than 6-7mb, you can send it as an email attachment to
orrc@mutantstargoat.com.
-
Upload via anonymous ftp at
ftp.mutantstargoat.com, in
the
orrc directory, that will be available when a competition
round is running.
-
Upload to any web-accessible storage hosting provider, and send a
publicly accessible url to
orrc@mutantstargoat.com.
For those not already intimately familiar with off-line rendering algorithms,
here are some resources you can use to learn how to write your renderer.
- Physically Based Rendering: From Theory to Implementation by Matt
Pharr, Wenzel Jakob, and Greg Humphreys (also available online).
- An Introduction to Ray Tracing edited by Andrew S. Glassner
(pdf).
- Realistic Image Synthesis Using Photon Mapping by Henrik Wann
Jensen.
- Ray Tracing Gems edited by Eric Haines and Tomas Akenine-Möler (also
available online).
- Ray Tracing Gems II edited by Adam Marrs, Peter Shirley, and Ingo Wald
(also available online).
- Radiosity and Realistic Image Synthesis by Michael Cohen and John
Wallace (pdf).
- T. S. Trowbridge, K. P. Reitz,
"Average Irregularity Representation of a Rough Surface for Ray Reflection",
Journal of the Optical Society of America, 1975. (ggx microfacet model).
- James F. Blinn, "Models of Light Reflection for Computer Synthesized Pictures",
Proceedings of SIGGRAPH 1977. (blinn-phong brdf, microfacet brdfs).
- Turner Whitted, "An Improved Illumination Model for Shaded Display",
Communications of the ACM, 1980. (raytracing).
- Robert L. Cook, Kenneth E. Torrance,
"A Reflectance Model for Computer Graphics",
Proceedings of SIGGRAPH 1981. (cook-torrance metal brdf).
- Robert L. Cook, Thomas Porter, Loren Carpenter,
"Distributed Ray Tracing",
Proceedings of SIGGRAPH 1984. (monte carlo ray tracing).
- Michael F. Cohen, Donald P. Greenberg,
"The Hemi-Cube: A Radiosity Solution for Complex Environments",
Proceedings of SIGGRAPH 1985. (hemicube, radiosity).
- James T. Kajiya, "The Rendering Equation",
Proceedings of SIGGRAPH 1986. (rendering equation, path tracing).
- Robert L. Cook, Loren Carpenter, Edwin Catmull,
"The Reyes Image Rendering Architecture",
Proceedings of SIGGRAPH 1987. (reyes).
- John C. Hart, Daniel J. Sandin, Louis H. Kauffman,
"Ray Tracing Deterministic 3-D Fractals",
Proceedings of SIGGRAPH 1989. (distance field sphere tracing, hart julia
quaternion distance estimator).
- Eric P. Lafortune, Yves D. Willems,
"Using the Modified Phong Reflectance Model for Physically Based Rendering",
Report CW197, K.U.Leuven, 1994. (lafortune brdf).
- Henrik Wann Jensen,
"Global Illumination using Photon Maps",
Proceedings of Eurographics 1996. (photon mapping).
- Eric Veach, Leonidas J. Guibas,
"Metropolis Light Transport",
Proceedings of SIGGRAPH 1997.
- Bruce Walter, Stephen R. Marchner, Hongsong Li, Kenneth E. Torrance,
"Microfacet Models for Refraction through Rough Surfaces",
Proceedings of Eurographics 2007. (ggx microfacet model).
- Brent Burley,
"Physically-Based Shading at Disney",
Part of SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game
Production. (disney principled brdf).