Real-time tutorials

Integration into an existing OpenGL application

REDsdk can operate standalone or it can be used in an existing application to extend it's graphics capabilities. See how to create a REDsdk window that draw into an existing window OpenGL context.

Integration into an existing Metal application

REDsdk can operate standalone or it can be used in an existing application to extend it's graphics capabilities. See how to create a REDsdk window that draw into an existing Metal environment.

Building basic primitives

This is a tutorial about how to build basic primitives. It describes the API calls you need to setup points, lines or triangles shapes.

Displaying texts

Learn how to create texts using REDsdk and how they can be displayed

Adding edges

Learn how to use REDsdk built in functions for the creation of edges of a mesh. Visualize inner edges, border edges and contour edges.

Anchoring viewpoints in a window

Learn how to use the RED::IViewpointRenderList::InsertViewpoint method to anchor a viewpoint at a given position in a window. See how anchoring and sizing policies will influence the viewpoint's viewporting region on a window size change.

Shapes hierarchy

This tutorial demonstrates the use of hierarchies of shapes to build complex model assemblies.

Using instance counters

This tutorials details a mechanism in REDsdk that can be used to dynamically identify instances of a given shape during the rendering.

Rendering to an offscreen buffer

Learn how REDsdk can be used to render geometries into offscreen buffers and how the results of these renderings can be reused anywhere else in REDsdk.

Picking

Learn how to use the RED::IWindow::FramePicking method to pick elements under the mouse.

Picking using a lasso

Learn how to implement a rectangular region picking or a lasso picking.

Geometry layers

This tutorial demonstrates how geometry layers work.

Material layers

This tutorial demonstrates how material layers work.

Using culling callbacks for visibility control

Learn how RED::IShape culling callbacks can be leveraged to control the scope of visible objects in the scene.

Transparency

Learn how to setup transparent materials and to render them in real-time.

Background setup: A CAD style example

Learn how to create a 2D gradient image and how to use it as a scene background

Volume view

This tutorial demonstrates how you can use REDsdk 3d images to render 3d CT scans with the graphics card.

Setup a composite image

This tutorial explains how you can use your own shader to build a dynamic composite image.

Viewport shading

This tutorial shows how to use the REDsdk built-in viewport shader.

Cutting geometries: a practical example

This tutorial details how to define a section cutting plane and use it to slice a geometry. This uses the GPU for a real-time result.

Cutting geometries: using multiple cutting planes

This tutorial uses the special RED::IMeshShape::BuildCutMesh to slice any geometry by any number of cut planes. Contours and cut sections are extracted by the method and displayed.

Rendering any line thickness using quads

Line rendering using the GPU usually has a cap in the thickness it can use. Learn how to use REDsdk to render line primitives in an easy way using textured quads.

Hidden lines removal: A real-time example

Setup geometries and visualize hidden lines and contours in real-time. Visualize hidden edges using a special graphic style.

Applying polygon offset to see edges of a geometry

The tutorial displays edges of a geometry using a polygon offset.

Writing material controller properties

Learn how to create a new material and its controller and write properties to access its parameters.

Writing a custom rendering shader in ARB

This tutorial shows how to write vertex and pixel programs of a custom rendering shader in ARB.

Writing a custom rendering shader in GLSL

The goal of this tutorial is to explain how to write vertex and pixel programs of a custom rendering shader in GLSL.

Writing a custom rendering shader using geometry program

In this tutorial, we will write a simple geometry shader in GLSL to change the normal and vertex data of a geometry at runtime.

Cartoon shading

This tutorial explains how to create custom shaders to render cartoon-like images with the GPU.

Environmental mapping

This tutorial shows how REDsdk can be used to render various kinds of real-time environmental mapping.

Creating panorama

In this tutorial, you will see how REDsdk can help you to create a panorama and set it as background image of your scene.

Creating stereoscopic panorama

This tutorial shows how to create specific panorama images for each eyes to be displayed in stereoscopic systems like VR devices.

GI cache and tone mapping for panorama

How to use a single pass of global illumination and a unique set of tone mapping parameters for multiple views. This tutorial uses the example of the panorama rendering.

GI and light baking

This tutorial will show how a global illumination solution can be baked into a global illumination cache and how it can be replayed using the GPU or in software using the CPU. This tutorial will also show how to bake lights into the solution.

Applying a logo over a material's geometry

This tutorial details how a set of bitmaps can be applied onto an existing geometry as logos. The logo shading can be then defined separately from the overridden material.

A billboard example using an alpha mask texture

In this tutorial, we will build a basic billboard using an alpha mask texture for the transparency.

Stereoscopic display

This tutorial demonstrates the stereoscopic capabilities of REDsdk for the compatible NVidia GPU (Quad Buffered Stereo).

Oculus Rift

The Oculus Rift tutorial shows how to connect the Oculus Rift virtual reality device to REDsdk in order to visualize and interact with a 3D scene.

HTC Vive

The HTC Vive tutorial uses the OpenVR SDK and REDsdk to display a scene in the HTC Vive virtual reality device.

Deferred shading using multiple render targets

This tutorial describes how to use multiple render targets to do deferred shading with REDsdk.

Playing an animation clip

This tutorial describes how to create an animation clip and play it with a controller.

Loading and playing skeletal animations

Load a skinned mesh and its animations from external files and play them with REDsdk.

Rendering clouds of points: a dynamic point splatting example

This book gives hints about how to render efficiently a heavy cloud of points using a point splatting method.

Improving CAD graphics

Follow this book to learn how REDsdk can be used to enhance the visual quality of CAD models that have no graphic setup at all.