REDsdk 3.3: your New Year gift
January 14th, 2014
- Geometry shaders
- New GPU area shadows
- New GPU Skylight with area shadows
- Auto sampling
- Support of new GPUs
Until now, the configuration of a shader in a material was using the vertex shader and the pixel shader stages of the OpenGL rendering pipeline. REDsdk 3.3 adds the support for the geometry shader stage. REDsdk programmers can therefore add a geometry processing stage to every shader, written in GLSL or in ARB, two standard programming languages for shaders.
As a reminder, a geometry shader enables programmers to generate geometries “on-the-fly”, without the need for a geometric modeler to manage some extra topology that will require a tesselation. It is thus a perfect tool to refine some geometries locally to increase the realism of some real-time visualization or photo-realistic rendering.
New GPU area shadows
The latest release of REDsdk features a new implementation of area shadows by the GPU ray-tracer. Area shadows are generated on the GPU from any rectangular area light source or from any rectangular physical light source (which is implicitly translated into an area light when rendered on the GPU).
The image on the side shows GPU area shadows, rendered on the left part of the image, running in real-time. The right side of the image shows the same image generated with CPU area shadows.
This new implementation of GPU area shadows enhances the will of REDWAY3D to cover all the rendering modes with REDsdk, i.e. real-time visualization, fast photo-realistic previsualization and high quality photo-realistic rendering.
New GPU Skylight & Sunlight with area shadows
REDsdk 3.3 also brings a new visualization of the skylight and sunlight to the GPU. The GPU skylight is displayed in real-time with an accurate representation of the sky dome surrounding the geometry. In addition, the skylight can display ray-traced area shadows using the GPU and the same rendering options as the other area light do on the GPU. The sunlight is also visualized on the GPU with improved shadows
While API providers usually like to expose many options and parameters, REDWAY3D prefers to simplify REDsdk as much as possible. The auto sampling feature aims at simplifying the entire scene setup for the production of photo-realistic images. Among the different effects that need a setup, it can be somewhat difficult to determine the number of samples to use for the rendering of a physical light or the number of samples to use to process a reflection glossiness for instance.
Thanks to the automatic sampling, all samples count are automatically and dynamically chosen by the engine. This means that if auto-sampling is enabled, there’s no more need to setup any number of samples in the REDsdk API.
REDsdk 3.3 adds the support for new hardware devices.
- Intel® HD Graphics, Intel® HD Graphics 4400, 4600, 5000, Iris™ 5100, 5200 Series
- Many new references in the AMD Radeon HD 7000 and 8000 Series have been added
- new NVIDIA hardware has been added to the database: New references in the NVIDIA GTX 500, 600 and 700 Series, desktop and mobile, and a few Quadro K references.