It’s a screenshot from Unigine
v0.33 demo.Unigine is a high-tech cross-platform
(Win32/Linux) engine of virtual worlds. Main fields of application are
games and virtual reality systems.
The screenshot demonstrates PRT (Precomputed Radiance Transfer)
lighting, soft shadows, sky with sun energy scattering, reflection (see
splinters of glass in the right-bottom corner).
# PRT (Precomputed radiance transfer) lighting
# HDR (High Dynamic Range) rendering
# Procedural sky with light scattering
# Postprocessing: motion blur
# Interactive lighting configuration tool
# Up to 350k polygones per frame
# Benchmark mode is available
You can download this demo (and 2 others) from our website:
We highly recommend you to use latest stable versions of drivers for
your video card to run the demo.
Full Unigine features list:
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I’ve been a frustum.org fan for a long time, and these demos are really
a joy indeed - and crossplatform :D
How do you like HDR rendering so far?
When I enabled HDR, I just got a black screen :( I have a GeForce 6800,
and hoped for pretty images.
Don’t use HDR with AA because it’s impossible due to hardware
ATI 9700 mobility (128 meg vmem), AMD 64, and 1 gig ram: runs the 128mb
version nicely (did not try HDR)
Would you be able to disclose any technical details about the PRT
implementation. Is it per-vertex or perhaps -texel? Some lighting
artifacts are vissible upon close inspection, most likely due to dynamic
subdivision. This points to texture involvment.
A realy nice demo with a simmilar wow factor to the digoth moor wxp demo
from the geforce 256 days. Lovely stuff :happy:
Ok, on closer inspection the wireframe view shows a high tesselation
pointing to vertex lighting but that still does not explain the odd
shading artefacts. Perhaps this is due to some implementation of
coeficient gradients. This is the best demo i have seen for the pc
Is the 350k polys/frame a hardcoded upper limit? If so - why? :)
No, there is no hardcoded poly count limits. There are up 350k polygones
per frame in this particular demo.