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1. Introduction#

Welcome to Open Shading Language!

Open Shading Language (OSL) is a small but rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation.

OSL was developed by Sony Pictures Imageworks for use in its in-house renderer used for feature film animation and visual effects. The language specification was developed with input by other visual effects and animation studios who also wish to use it.

OSL is distributed under the “New BSD” license. In short, you are free to use it in your own applications, whether they are free or commercial, open or proprietary, as well as to modify the OSL code as you desire, provided that you retain the original copyright notices as described in the license.

1.1. How OSL is different from other shading languages#

OSL has syntax similar to C, as well as other shading languages. However, it is specifically designed for advanced rendering algorithms and has features such as radiance closures, BSDFs, and deferred ray tracing as first-class concepts.

OSL has several unique characteristics not found in other shading languages (certainly not all together). Here are some things you will find are different in OSL compared to other languages:

  • Surface and volume shaders compute radiance closures, not final colors.

    OSL’s surface and volume shaders compute an explicit symbolic description, called a “closure,” of the way a surface or volume scatters light, in units of radiance. These radiance closures may be evaluated in particular directions, sampled to find important directions, or saved for later evaluation and re-evaluation. This new approach is ideal for a physically-based renderer that supports ray tracing and global illumination.

    In contrast, other shading languages usually compute just a surface color as visible from a particular direction. These old shaders are “black boxes” that a renderer can do little with but execute to for this once piece of information (for example, there is no effective way to discover from them which directions are important to sample). Furthermore, the physical units of lights and surfaces are often underspecified, making it very difficult to ensure that shaders are behaving in a physically correct manner.

  • Surface and volume shaders do not loop over lights or shoot rays.

    There are no “light loops” or explicitly traced rays in OSL surface shaders. Instead, surface shaders compute a radiance closure describing how the surface scatters light, and a part of the renderer called an “integrator” evaluates the closures for a particular set of light sources and determines in which directions rays should be traced. Effects that would ordinarily require explicit ray tracing, such as reflection and refraction, are simply part of the radiance closure and look like any other BSDF.

    Advantages of this approach include that integration and sampling may be batched or re-ordered to increase ray coherence; a “ray budget” can be allocated to optimally sample the BSDF; the closures may be used by for bidirectional ray tracing or Metropolis light transport; and the closures may be rapidly re-evaluated with new lighting without having to re-run the shaders.

  • Surface and light shaders are the same thing.

    OSL does not have a separate kind of shader for light sources. Lights are simply surfaces that are emissive, and all lights are area lights.

  • Transparency is just another kind of illumination.

    You don’t need to explicitly set transparency/opacity variables in the shader. Transparency is just another way for light to interact with a surface, and is included in the main radiance closure computed by a surface shader.

  • Renderer outputs (AOV’s) are specified using “light path expressions.”

    Sometimes it is desirable to output images containing individual lighting components such as specular, diffuse, reflection, individual lights, etc. In other languages, this is usually accomplished by adding a plethora of “output variables” to the shaders that collect these individual quantities.

    OSL shaders need not be cluttered with any code or output variables to accomplish this. Instead, there is a regular-expression-based notation for describing which light paths should contribute to which outputs. This is all done on the renderer side (though supported by the OSL implementation). If you desire a new output, there is no need to modify the shaders at all; you only need to tell the renderer the new light path expression.

  • Shaders are organized into networks.

    OSL shaders are not monolithic, but rather can be organized into networks of shaders (sometimes called a shader group, graph, or DAG), with named outputs of some nodes being connected to named inputs of other nodes within the network. These connections may be done dynamically at render time, and do not affect compilation of individual shader nodes. Furthermore, the individual nodes are evaluated lazily, only their outputs are “pulled” from the later nodes that depend on them (shader writers may remain blissfully unaware of these details, and write shaders as if everything is evaluated normally).

  • No “uniform” and “varying” keywords in the language.

    OSL shaders are evaluated in SIMD fashion, executing shaders on many points at once, but there is no need to burden shader writers with declaring which variables need to be uniform or varying.

    In the open source OSL implementation, this is done both automatically and dynamically, meaning that a variable can switch back and forth between uniform and varying, on an instruction-by-instruction basis, depending on what is assigned to it.

  • Arbitrary derivatives without grids or extra shading points.

    In OSL, you can take derivatives of any computed quantity in a shader, and use arbitrary quantities as texture coordinates and expect correct filtering. This does not require that shaded points be arranged in a rectangular grid, or have any particular connectivity, or that any “extra points” be shaded.

    In the open source OSL implementation, this is possible because derivatives are not computed by finite differences with neighboring points, but rather by “automatic differentiation,” computing partial differentials for the variables that lead to derivatives, without any intervention required by the shader writer.

1.2. Acknowledgments#

The original designer and project leader of OSL is Larry Gritz. Other early developers of OSL are (in order of joining the project): Cliff Stein, Chris Kulla, Alejandro Conty, Jay Reynolds, Solomon Boulos, Adam Martinez, Brecht Van Lommel.

Additionally, many others have contributed features, bug fixes, and other changes: Steve Agland, Shane Ambler, Martijn Berger, Farchad Bidgolirad, Nicholas Bishop, Stefan Büttner, Matthaus G. Chajdas, Thomas Dinges, Henri Fousse, Syoyo Fujita, Derek Haase, Sven-Hendrik Haase, John Haddon, Daniel Heckenberg, Ronan Keryell, Elvic Liang, Max Liani, Bastien Montagne, Erich Ocean, Mikko Ohtamaa, Alex Schworer, Sergey Sharybin, Stephan Steinbach, Esteban Tovagliari, Alexander von Knorring, Roman Zulak. (Listed alphabetically; if we’ve left anybody out, please let us know.)

We cannot possibly express sufficient gratitude to the managers at Sony Pictures Imageworks who allowed this project to proceed, supported it wholeheartedly, and permitted us to release the source, especially Rob Bredow, Brian Keeney, Barbara Ford, Rene Limberger, and Erik Strauss.

Huge thanks also go to the crack shading team at SPI, and the brave lookdev TDs and CG supes willing to use OSL on their shows. They served as our guinea pigs, inspiration, testers, and a fantastic source of feedback. Thank you, and we hope we’ve been responsive to your needs.

OSL was not developed in isolation. We owe a debt to the individuals and studios who patiently read early drafts of the language specification and gave us very helpful feedback and additional ideas, and especially to those at other companies who have taken the risk of incorporating OSL into their products and pipelines.

The open source OSL implementation incorporates or depends upon several other open source packages:

  • OpenImageIO Copyright Contributors to OpenImageIO. http://openimageio.org

  • Imath Copyright Contributors to Imath. http://www.openexr.com

  • Boost Copyright various authors. http://www.boost.org

  • LLVM Copyright 2003-2010 University of Illinois at Urbana-Champaign. http://llvm.org

These other packages are all distributed under licenses that allow them to be used by and distributed with OSL.