LightsprintSDK 2021.08.08
|
Lightsprint is very flexible; for any object, it lets you create optimal structures that precisely match your quality/memory footprint requirements. For example, you can use pixel buffers only for objects that benefit from per-pixel details, use vertex buffers for the rest. You can mix formats even in single object, e.g. give it per-pixel lightmap with 8bit RGBA channels and sRGB space and per-vertex bent normals with floating point RGB channels and linear space. When (empty) buffers are created, single RRSolver::updateLightmaps() call fills them.
Lightsprint automatically uses all processing power available in a single computer, it runs in multiple threads on all CPUs and CPU cores.
Lightsprint is ready for distribution of work in network / multiple computers, including computers without GPU. Expensive RRSolver::updateLightmaps() call (it is core of all lightmap, ambient occlusion map and bent normal map calculations) can be replaced by many small RRSolver::updateLightmap() calls and you are free to execute them in parallel on different computers.
In more detail, you can run many clients that do