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About Us

About FerioWorks

FerioWorks is an independent engineering studio focused on real-time rendering research and system design.

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The company was founded around a simple idea:

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Real-time ray tracing should not be limited to laboratories or extreme high-end hardware.
It should scale, remain deterministic, and be accessible to individuals.

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Origins

Development began in 2009 with a gemstone rendering experiment.

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At that time:

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• Hardware RT cores did not exist
• DXR did not exist
• Hybrid ray tracing was not yet a common term

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The initial system (RigidGems 1.0) used Ray Classification for internal gemstone tracing.
RigidGems 2.0 transitioned to a custom DDA-based traversal algorithm for greater deterministic control.

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The objective was never offline photorealism.
The objective was real-time scalability.

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Architectural Philosophy

FerioWorks develops rendering systems with three principles:

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1. Determinism over brute force
Predictable behavior is preferred over uncontrolled global illumination.

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2. Mid-range hardware as baseline
Not everyone can afford extreme GPUs.

Systems are designed to run on realistically accessible hardware.

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3. Clarity over buzzwords
Technologies are chosen for architectural coherence, not trend alignment.

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Recent demonstrations include:

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• 2,015,440,000 polygons per frame
• Native 4K rendering (no DLSS / no upscaling)
• Real-time DXR pipeline
• RTX 4070 Laptop GPU baseline

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Even experimental work related to light field rendering systems follows the same efficiency-first philosophy.

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Energy consumption, scalability, and long-term accessibility matter.

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Recognition

In 2019, RigidGems was featured in a ray tracing publication by Jon Peddie (Springer), recognizing years of independent research in real-time ray tracing architecture.

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From Research to Application

The rendering engine now evolves into an interactive gemstone crafting project:

RigidGems: Jewel Architect

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The engine remains the foundation.
The application is a practical expression of years of research.

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FerioWorks does not aim to be the largest studio.

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It aims to remain focused, technically honest, and architecturally consistent.

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Development continues.

Rigid Gems' Milestones

Ver. 1.0
Sept. 1, 2009 - Oct. 5, 2009

  • • Hybrid architecture combining rasterized primary visibility and ray-based internal gemstone tracing.
    • Early implementation of Ray Classification for controlled internal light transport.
    • Real-time interaction under strict GPU limitations of the era.

Ver. 2.0
May 5, 2012

  • • Transition to custom DDA-based traversal for deterministic control.
    • Expanded hybrid rendering structure using DirectX 11 and compute shaders.
    • Improved material response, depth-of-field, and interactive camera control.

Ver. 2.2
Feb. 5, 2018

  • • HDR-compatible pipeline implemented prior to widespread HDR monitor adoption.
    • Advanced gemstone inclusion rendering (internal volumetric effects).
    • Broader material experimentation beyond standalone gemstones.

Ver. 3.0
Sept. 10, 2019

  • • DirectX 12 integration.
    • Transition to hardware-accelerated DXR pipeline.
    • Unified ray tracing architecture replacing previous shader-based conversions.

Rigid Gems' Milestones

Ver. 4.0
Sept. 12, 2024

  • • Large-scale geometry stress testing (8,000 vehicle instances).
    • 2,015,440,000 polygons per frame at native 4K.
    • No DLSS / no upscaling.
    • RTX 4070 Laptop GPU baseline.

  • • Fully ray-traced ballroom scene with 6,800 individually rendered gemstones.
    • Expanded material coverage: glass, marble, gold, ceramics, fabric, and layered reflections.
    • Architectural validation of deterministic DXR pipeline at extreme scene complexity.

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©2026 by FerioWorks, LLC

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