SIGGRAPH Asia 2026Roji research selected for Technical Communications

Look development / Lighting / Rendering / Review

One application. Any scale. Now open for studio registration.

Roji carries look development, lighting, rendering and review in a single application, built for heavy duty work: hyperscaled scenes, complex shows and the frames nobody else wants to take.

Registration for the studio beta is open: test Roji on your own shots, inside your own walls.

2D Viewer  /  ACEScg → sRGB

Roji

A complete system for look development, lighting and rendering.

Light groups

Every light writes its own pass. Drag to relight without rendering again.

Key 1.00
Fill 1.00
Rim 1.00
Dome 1.00
Emission 1.00
The application

Six parts of the job, under one interface.

Today this takes a look development tool, a lighting application, a renderer and a review player, with an export between every one of them. Roji is the four of them sharing a scene, plus the viewport to judge it in, and an AI to help run it.

01 / Graph

Scene assembly and lighting

USD authoring with per-node history. Layers and composition arcs are preserved, never collapsed, and lighting stays standard USD Lux.

02 / Shaderverse

Look development

OpenPBR surfaces and MaterialX wrapped in USD, with the graph, previews, parameters and assignments in one inspectable place.

03 / 3D Viewer

Native Hydra viewport

Holds heavy USD with visible memory limits and proxy behaviour, and opens a viewer per branch when you need to compare two looks.

04 / Render

The path tracer

CPU, GPU or both on the same frame. AOVs, deep EXR, Cryptomatte, light groups and OpenColorIO.

05 / 2D Viewer

Review here or in a browser

The same viewer contract on the desktop and online, with a portable stats page carrying light groups for relight checks.

06 / AI

An operator that reads the show

Roji AI works on the same readable graph, USD, shader, render and log files you do. It inspects, debugs, launches, monitors and fixes, from any device, and every step stays open for review.

Proprietary technology

Built for heavy duty.

Roji has been tested against the largest public 3D scene benchmarks available, and scored among the highest measured. This is the technology underneath.

Roji HUGE

Hyper-Scale USD Geometry Engine

The show is paged in as the frame asks for it, so a scene far larger than your memory renders in one take. No proxies, no splitting the shot, no rebuilding it to fit.

Roji HITS

Hit-Initiated Triangle Streaming

Geometry reaches the GPU on the rays that actually touch it, so the card holds what the frame is using, not everything you own. That is how a machine renders a set it could never load.

Roji LANTERN

Light-Aware Navigation by Trained Emitter and Radiance Nodes

The renderer learns where the light in your shot really comes from and aims rays at it instead of guessing. One field, trained once: the CPU and the GPU sample the same one.

Roji XPU

One frame, both processors

Proprietary handover technology: the GPU can pass any bounce back to the CPU at any moment, and the CPU can do the same, on the same frame. Neither processor ever sits idle waiting for the other.

Roji Joint Interface

Render-Oriented Joint Interface

The interface holds no engine and never assumes one sits on the same machine. Artists work from a laptop, a tablet or a browser while the engines run on the workstation, the farm or the cloud.

Selected research

SIGGRAPH Asia 2026 · Technical Communications

Roji HUGE was selected for SIGGRAPH Asia 2026 Technical Communications: Automatic Morton Spatial Compilation for Production Rendering and Visualization. The paper covers the spatial compilation that renders a scene larger than memory in one take.

99.01%

CPU and GPU agreement, measured in a strict stress-test environment.

Research measurement, not a release certification.

Studio beta

Test it on your own shots.

Roji is in private beta and registration is open to studios: run it on real work, inside your own walls, with our team alongside.

Who it is for
  • Studios of any size in animation, visual effects, games and commercials
  • Look development, lighting and rendering leads, TDs and pipeline teams
  • Shows whose scenes no longer fit in memory, or no longer finish overnight
How it works
  1. Register with your studio’s details.
  2. We review one studio at a time, and plan the test with you.
  3. Run it on your shots, and tell us what breaks.
Register your studio

Studios only for now. Access for individual artists opens in stages.

Questions

The ones people ask first.

Who can join the beta?

Studios of any size, in animation, visual effects, games or commercials. Requests are reviewed one studio at a time. Access for individual artists opens in stages.

Do we have to replace our pipeline?

No. Roji reads and writes USD, OpenPBR and MaterialX, and hands compositing AOVs, deep EXR and Cryptomatte. It joins what you have rather than asking you to leave it. It also reads RenderMan shaders, tex files, Ptex and most of what sits between.

Does our work leave the building?

No. Roji runs on your workstations and your farm, and nothing leaves your machines unless you send it. It can run on an isolated farm with no network at all.

Can our artists work from anywhere?

Yes. The interface runs on a laptop, a tablet or a browser and talks to engines wherever they live, so one workstation or a cloud machine can serve a crew that is not in the room.

What does the beta ask of us?

Real shots and honest notes: what breaks, what is slow, what is missing. Bug reports go through a flow you agree to first, and fixes come back as tracked releases.

Where is the research?

At rojiresearch.com/research: the methods, the benchmarks, and the CPU and GPU parity records.

Register your studio

Takes two minutes. We email you a link to confirm your address, then we review one studio at a time and get back to you to plan the test.

Operating systems required
Software in your pipeline at least one
Renderers you use today at least one