Technical Details

Global illumination

  • realtime global illumination / realtime radiosity / realtime raytracing
  • real time penumbra shadows, soft shadows
  • real time color bleeding
  • dynamic lights
  • dynamic objects
  • dynamic skybox
  • multithreaded, all cores/CPUs and GPU work at once
  • everything computed in HDR
  • custom scale on inputs/outputs (HDR/sRGB/other)
  • scene size not limited

Light source formats (inputs)

  • spot/point/directional lights
  • area lights
  • skybox (LDR, HDR textures)
  • emissive materials (LDR, HDR textures)

System requirements.

  • Windows XP/Vista/Win7. 32bits or 64 bits.
  • Opengl 2.1 or newer
  • Ram memory 1gb
  • Video Ram 256mb min

Lighting computed (outputs)

  • lightmap
  • directional lightmap for radiosity normal mapping/RNM
  • 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 or vertex
  • illumination at ray scene intersection
  • any combination of direct/indirect/global illumination

Rendering Engine

  • OpenGL 2.0 shader based renderer and higher

Scene formats

  • Gamebryo 3.1.1
  • Gamebryo 2.6 ( *.gsa )
  • Unreal Engine 3
  • Lightsprint ( *.rr3 )
  • Collada ( *.dae )
  • Biovision BVH ( *.bvh )
  • 3D Studio Max 3DS ( *.3ds )
  • Autodesk FBX (*.fbx)
  • 3D Studio Max ASE ( *.ase )
  • Trimble SketchUp (*.SKP)
  • Google Earth (*.KMZ)
  • Wavefront Object ( *.obj )
  • Stanford Polygon Library ( *.ply )
  • AutoCAD DXF ( *.dxf )
  • Neutral File Format ( *.nff )
  • Sense8 WorldToolkit ( *.nff )
  • LightWave Model ( *.lwo )
  • MODO model ( *.lxo )
  • Valve Model ( *.smd,*.vta )
  • Quake I ( *.mdl )
  • Quake II ( *.md2 )
  • Quake III ( *.md3, *.bsp )
  • RtCW ( *.mdc )
  • Doom 3 ( *.md5mesh )
  • DirectX X ( *.x )
  • Quick3D ( *.q3o;*q3s )
  • Raw Triangles ( *.raw )
  • AC3D ( *.ac )
  • Stereolithography ( *.stl )
  • Autodesk DXF ( *.dxf )
  • Irrlicht Mesh ( *.irrmesh;*.xml )
  • Irrlicht Scene ( *.irr;*.xml )
  • Object File Format ( *.off )
  • Terragen Terrain ( *.ter )
  • 3D GameStudio Model ( *.mdl )
  • 3D GameStudio Terrain ( *.hmp )
  • Ogre ( *.mesh.xml;*.material )
  • Material and Geometry Format ( *.mgf )

Texture formats

JPG, PNG, HDR, EXR, DDS, JPEG-2000, TGA, BMP, TIF, GIF, PCX,
PSD, JNG, XPM, IFF, MNG, PBM, PGM, PPM, CUT, SGI, KOALA, PhotoCD…

  • cube textures
  • 96bit float textures

Video formats

  • AVI
  • WMV
  • ASF
  • MPG, MPEG
  • any other format with codec installed (MOV, MKV etc)

Materials

  • supports all types of materials
  • diffuse maps, specular maps
  • transparency maps, emissive maps
  • water with waves and reflection…

Unwrap

  • imports your unwrap
  • automatically builds new unwrap

Realtime/precomputed

  • supports realtime illumination
  • supports precomputed illumination
  • supports mix of realtime and precomputed illumination