

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
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• 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
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• 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
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• 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
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• DirectX 12 integration.
• Transition to hardware-accelerated DXR pipeline.
• Unified ray tracing architecture replacing previous shader-based conversions.
Ver. 4.0
Sept. 12, 2024
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• 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.

