Artyshock
Website:
http://www.artyshock.net/
Developer:
Nick Chirkov
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows
Languages Written In:
C/C++
Languages Supported:
C/C++
Graphics APIs:
OpenGL, DirectX
Rating:
(1 review)
- Overview
- User Reviews
Artyshock Graphics is a powerful technology that combines real-time rendering on current graphics accelerators with quality of
off-line renderers. Global Illumination and distributed rendering effects can be seen in real-time. Artyshock Graphics is a well
documented library that contains portable core, DirectX and Maya environment and a set of tools. The core is designed for use in a
game engine and provides simple access to geometry data, very fast collision detection using new ray-triangle intersection algorithm.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- the core of a library is independent on: memory allocation strategy, DirectX/OpenGL, file system, errors handling, operation system
- fast loading, stable and simple
- Fixed-function
- Raytracing
- energy based photon tracing
- reflective/refractive caustics based on Global Illumination
- true sub-surface scattering
- translucence
- distributed ray tracing effects
- supersampled antialiasing
- geometry optimizer allows to draw 55,000,000 triangles on GeForce4 per second, 18,500,000 on GeForce2MX on real scenes lightmap and vertex color lighting
- Environment Mapping colored interreflections
Lighting
- Per-vertex
- Per-pixel
- Lightmapping
- Radiosity
- Gloss maps
- Anisotropic
- BRDF
- Monte-Carlo Global Illumination using photon maps
- indirect illumination
- area light sources only. Any object with any shape can emit light energy
- texture based lighting only, environment maps can be used as HDRI
- Phong BRDF support
- mate/glossy reflections/refractions
- alpha transparency affects lighting
Shadows
- Shadow Volume true soft shadows
Texturing
- Basic
- Multi-texturing
- Bumpmapping
- Mipmapping
- reflective, refractive and diffuse bump mapping
- diffuse per-pixel correct bump mapping
Meshes
- Mesh Loading
- Skinning
- skinned animation from 2 matrices per triangle to 4 matrices per vertex with various optimizations for fast rendering, up to 5,000,000 triangles per second 4 matrices per vertex or fast fully hardware rendering of geometry with 2 matrices per triangle
- simple geometry export from any modelling tool. Geometry wrapper for Maya included
Scene Management
- BSP
- Occlusion Culling fast back-to-front rendering of transparency objects by BSP
Animation
- Skeletal Animation
Physics
- Collision Detection accessing to all collision results including renderable geometry with materials and textures
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Unspecified | Yes | View Details |
| Contact author for licensing information | |||
Best lighting technology
This engine had some of the best lighting technology I've ever seen, matching up to Reality Engine. There is a source license so you can also edit the source code to modify the engine for your project's needs.
The features are amazing, with photorealistic rendering quality and amazing memory management. When Reality Engine died, I was in shock, but this engine makes up for it in rendering quality and support-A Must Have!!
Last edited Dec 28, 2011 at 13:11
