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Unigine (3D engine for games and virtual worlds)
UNIGINE™ is a cutting-edge real-time 3D engine for games, simulation, visualization, serious games and virtual reality systems. There are two editions of the SDK: UNIGINE Sim (designed for the Simulation and Training, Real-Time Visualization, and Virtual Reality industries)UNIGINE Game (designed for the Entertainment industry) Platforms UNIGINE all-in-one technology framework is available on a broad range of platforms, scaling from mobile devices to high-end PCs: Photorealistic Graphics "We found the engine handled very large scenes really well while maintaining great AA and light quality." Steve Brodie, CEO of AI3D Pty Ltd. UNIGINE Engine has support for all the latest and greatest rendering features that hardware can provide: Your customers get 90% of information through visual representation of your product, so make it look great! Live Physics Enable your 3D world to realistically interact with users using the powerful UNIGINE Engine Physics toolset. Read more... Limitless Worlds Read more...
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Electric Art. Creative Retouching and 3D.
Standard Procedural Databases
by Eric Haines et al. click on an image to see a full size rendering (rendered with POV-Ray 3.1) You can download the latest version of the SPD (currently 3.14), and also view the original IEEE CG&A article from Nov. 1987. This software package is not copyrighted and can be used freely (for example, WCT2POV, a good 3D file converter for Windows, uses SPD's libvec.c graphics library). All source is in K&R vanilla C (though ANSI headers can be enabled) and has been used on many systems. A MacOS version can be found on Eduard Schwan's SPD page. For a newer set of more realistic environments for benchmarking ray tracers (or renderers in general), see BART: A Benchmark for Animated Ray Tracing. This software is meant to act as a set of basic test images for ray tracing algorithms. Another interesting use for the SPD has been noted: debugging. The Neutral File Format (NFF) is the default output format from SPD programs. Other output formats are supported: Compatibility Notes Linux On some (all?)
Box Shot 3D: Ebook Cover and Boxshot Software For Windows and Mac » Home
The table is based on Boxshot Ultimate, lower editions may lack some of the features (mostly shapes and automation). See here for the detailed comparison of editions. Select your Boxshot home$79 professional$199 ultimate$299 Amazing Quality at an Affordable Price Professional Tool for the Professional Designer Fully Loaded Edition for Real Professionals! Box Shot 3D is retired, which means there will be no further updates for it anymore.
Paradigm Shift: Design Considerations For Parallel Programming
Paradigm Shift Design Considerations For Parallel Programming David Callahan This article is based on a prerelease of Visual Studio tools. All information herein is subject to change. From about 1986 to 2002, the performance of microprocessors improved at the rate of 52% per year. On the software side, this phenomenon is called the "free lunch"—application performance improving simply by upgrading the hardware on which it runs. But the model is changing; today, performance is improved by the addition of processors. Concurrency and Parallelism For some time now, programmers have had to think about a programming challenge related to parallelism—concurrency. The Microsoft .NET Framework provides the asynchronous programming model and notions of background workers to facilitate this common programming concern. Another familiar form of concurrency applies to server applications. Concurrent programming is notoriously difficult, even for experts. References Structured Multithreading Data Parallelism
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MASM32
Architecture of a Real-Time Ray-Tracer - thatax - 网易博客
1. Introduction Recently, it has been shown that ray tracing can be done in real-time on consumer PCs. This is an interesting development, since ray tracing solves many of the problems that rasterization has. By taking into account global effects (shadows, reflections, refractions) in an intuitive way, it is able to create more realistic graphics, and to do so in a more elegant way. At the same time, ray tracing is a very resource-intensive algorithm, and to make it real-time requires optimal use of modern hardware. This article is the first in a series of two. These articles assume some familiarity with the ray tracing algorithm. 2. A basic ray tracer looks like this (in pseudo-code): for each screen pixel generate a ray from the camera to the pixel intersect the ray with all objects in the scene for the closest intersection determine the material for each light in the scene generate a ray from the intersection to the light if not obstructed: Apply illumination combine results 3. while (1) else 4.
POV-Ray - The Persistence of Vision Raytracer
MANTA
While traditional z-buffer based graphics accelerators operate by “pushing” all of the geometry in a scene “through” the screen, ray-tracing works by “casting” a ray through each pixel of the screen and finding the scene geometry intersected by that ray. Though the final images produced by these two approaches are often identical (though not always: ray-tracers can often produce images with much greater visual richness), the computational complexities are quite different. The traditional graphics pipeline scales linearly with the number of polygons in the scene, and sub-linearly with the number of pixels on the screen. That is, for twice as many polygons, a typical graphics card will take twice as long to render the scene. With the increasing power of modern computer architectures, geometric models continue to grow larger every year. The MANTA system has been demonstrated to scale near-linearly on a 1024-processor SGI Origin system.
Colour Rendering of Spectra
Most computer applications specify colour in three-component systems such as RGB, HLS, or HSV. Derived from the mechanisms of human colour perception, these colour spaces map relatively straightforwardly onto display and printing technologies. While human colour perception is well modeled by such systems, the physical interaction of light and matter is far more complicated. To correctly display the effects of dispersion in refractive media, diffraction, or absorption by nontrivial filters, image synthesis tools must consider the spectrum of the electromagnetic radiation and the spectral dependence of its absorption, reflection, and other interactions with objects; perceptual abstractions such as RGB are inadequate. Once the spectrum of the light impinging upon a point in the image plane is known, the eye's perception of that spectrum must be determined. Finally, display arguments must be calculated which evoke that perception in the viewer. Spectra We define a spectrum as a function , and
Meant to be Seen: Building the Stereoscopic 3D Industry Through Community, Advocacy and Fun!