Modern rendering systems are confronted with a dauntingly large and growing set of requirements: in their pursuit of realism, physically based techniques must increasingly account for intricate properties of light, such as its spectral composition or polarization. To reduce prohibitive rendering times, vectorized renderers exploit coherence via instruction-level parallelism on CPUs and CPUs. Differentiable rendering algorithms propagate derivatives through a simulation to optimize an objective function, e.g., to reconstruct a scene from reference images. Catering to such diverse use cases is challenging and has led to numerous purpose-built systems-partly, because retrofitting features of this complexity onto an existing renderer involves an error-prone and infeasibly intrusive transformation of elementary data structures, interfaces between components, and their implementations (in other words, everything).