Redway3d Releases Redsdk 1.4 for Ray Tracing, Rasterization
SAINT-CLOUD,
France, Apr 25, 2008 – Redsdk 1.4 released, first full HDR real-time engine,
even on legacy hardware! A full HDR pipeline (128bits) for ray tracing &
rasterization Real-time cube maps dynamically updated Optimized performances
Memory leak tracker & analysis tool Redsdk test suite

While most of the best CPU based ray tracers are already 128bit (HDR)
capable, it may sound usual to support a full HDR rendering pipeline, but it
is not. Indeed, the RED engine offers a full HDR rendering pipeline for all
usages (real-time, off-line high quality images). This way, lights and
geometries reflect their correct intensities, resulting in more realistic
images & animations. Furthermore, the full-HDR pipeline is also available on
legacy hardware, with an integrated full HDR emulation mode, on all Amd/Ati
and NVIDIA cards which are less than 6-7 years old. On the right, you can
see the difference between a 32bit rendering workflow (left side of the
picture) and a 128bit one (right side of the picture)
The RED engine now enables the user to dynamically update a cube map.
This can replace ray traced reflections at a lower cost for all real-time
applications.
Looking for better performances, both for rasterization & ray tracing is
what our customers expect from a middleware supplier like Redway3d. In
Redsdk 1.4, numerous functionalities have been optimized, like the memory
footprint of ray traced shadows and rendering materials. In the same way,
the scalability of the RED engine has also been increased. Redsdk users will
notice a 5% to 30% speed increase on large model assemblies (100K+ objects).
Redsdk now offers a built-in memory leak tracker and analysis tool. New
RED engine classes have been created to get a complete map of all memory
resources created & used by the RED engine, sorted by category (Ray Tracer,
Images (2D, 3D, cube, composites, read back), shapes (with & without
transforms), Materials, Shaders, Cluster, Strings ...). Redsdk users can now
better debug their application, by finding the graphics resources which have
been managed incorrectly.
Redsdk now offers its own standalone test suite, which can be used by any
RED engine user to test & certify hardware platforms. The RED engine test
suite not only validate the RED engine functionalities but also their
execution time. The RED engine test suite generates a HTML report which
provides a summary of the tests, resulting of a per pixel comparison between
the grabbed images during execution time and pictures of reference.

For more information, visit
http://www.redway3d.com.
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