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Lightsprint - realtime global illumination
 
Lightsprint SDK features

Brief list of features, many of them unique:
Platforms
- Windows 32bit
- Windows 64bit
- Linux 32bit
- Linux 64bit
- Playstation 3
- Xbox 360

Global illumination
- realtime global illumination / realtime radiosity
- realtime penumbra shadows, soft shadows
- realtime color bleeding
- dynamic lights
- dynamic objects
- multithreaded, all cores/CPUs and GPU work at once
- precalculations, ready for render farms
- everything computed in HDR
- custom scale on inputs/outputs (HDR/sRGB/other)
- scene size not limited
- mesh instancing
- mesh filters, optimizers
- adaptive subdivision
Penumbra Shadows, physically correct shadows from area lights (Wikipedia)
Images: Hard, soft, penumbra shadows.

hard shadows soft shadows penumbra shadows

Light source formats (inputs)
- spot light
- point light
- directinal light
- skybox/cubemap
- skybox/programmable
- emissive material
- area light
- linear light
- custom programmable light

Lighting computed (outputs)
- lightmap, directional lightmap
- ambient map
- ambient occlusion map, global ambient occlusion
- diffuse environment map
- specular environment map
- bent normal map
- vertex buffer with lighting, ambient occlusion or bent normals
- illumination of triangle, including adaptively subdivided
- illumination of vertex, including adaptively subdivided
- illumination at ray end
- any combination of direct/indirect/global illumination

Renderers
- integrates with external renderers
- contains OpenGL 2.0 shader based renderer

Scene formats
- Collada (.DAE)
- 3DS Max (.3DS)
- Quake 3 (.BSP)
- MGF (.MGF)
- framework for custom formats
- complete source code

Texture formats
- JPG, PNG, DDS, GIF, TGA, BMP, TIF, HDR...
- including cube textures
- including 96bit float colors

Materials
- supports all types of materials
- diffuse maps, specular maps
- normal maps, emissive maps
- water with waves and reflection...


Scene by 3D Render, realtime lighting Lightsprint

Realtime/precomputed - supports realtime illumination - supports precomputed illumination - supports mix of realtime and precomputed illumination GPU/API access - full control over GPU access, source code - full control over filesystem access, source code - full control over scene data loading, source code Ray-Mesh collisions - up to 200x faster than commercial physical engines - up to 10x smaller memory footprint than commercial physical engines - multithreaded - up to 4294967295 vertices in mesh - up to 1073741824 triangles in mesh - triangle lists/strips/indexed/nonindexed - floats, doubles, halfs, ints, shorts - custom mesh data structures without data duplication - uniform scaling, non uniform scaling - singlesided tests, doublesided tests - number of sides defined by material - return one or gather all collisions - custom action at collision - returns intersection distance, 2D and 3D position - returns normal, plane and face side that was hit - high precision, higher than commercial physical engines - high reliability, 7 years under heavy load