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2010-07-26
2010-05-25
Released updated versions of Unigine benchmarks with support of OpenGL 4.0 (including hardware tessellation) and stereo 3D technology (including 3D Vision): Heaven 2.1, Tropics 1.3 and Sanctuary 2.3.
2010-05-04
The first commercial version of Unigine engine was released five years ago, on May 4, 2005.
With the release number 0.3, it had codebase size of approximately 10% relative to the current one.
At that time, there used to be 5 people on board.
2010-03-23
Updated version of Unigine Heaven DirectX 11 benchmark is now publicly available.
Main changes are: added more content, improved engine, introduced "moderate" and "extreme" tessellation modes, added Linux version (32/64 bit).
2010-02-22
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See also: Shorter overview of Unigine technologies
Framework
- Supported hardware platforms:
- IBM PC x86 32/64 bit
- PlayStation 3
- SSE, SSE3, 3DNow!, Altivec optimizations
- Multicore CPU support
- Supported operating systems:
- MS Windows XP / Vista / Windows7
- Linux 2.6
- Supported compilers:
- MS Visual C++ 2005 / 2008
- GCC 3.4.x / 4.x.x
- Performance profiling
- Memory management system
- Data compression & encryption
- Save/restore system (full serialization support)
- Extensible XML-based data structures
Render
General
- Multiple API render:
- Direct3D 9
- Direct3D 10
- Direct3D 11
- OpenGL
- Supported video cards:
- NVIDIA GeForce GTX 465 - 480 (GF100)
- NVIDIA GeForce GTX 210 - 295 (D10U-xx)
- NVIDIA GeForce 9400 - 9800 (G9x)
- NVIDIA GeForce 8400 - 8800 (G8x)
- NVIDIA GeForce 7100 - 7950 (G7x)
- NVIDIA GeForce 6100 - 6800 (NV4x)
- ATI Radeon HD 5750 - HD 5970 (R8xx)
- ATI Radeon HD 4350 - HD 4970 (R7xx)
- ATI Radeon HD 3430 - HD 3870 (RV620-RV680)
- ATI Radeon HD 2350 - HD 2900 (R6xx)
- Support of GLSL and HLSL shaders
- Shader Model 5.0 support (vertex, hull, domain, geometry, pixel and compute shaders)
- Hardware tessellation support
- DirectCompute support
- Performance profiler
- Auto detection of GPU capabilities
- Performance-critical optimizations for different video cards
- Different shader profiles
- Support of NVIDIA SLI and ATI CrossFireX technologies
- Stereo rendering, supported output devices are:
- Anaglyph glasses
- 3D Vision
- Any dualscreen stereo system with independent input for each eye
- iZ3D stereo monitors
- Xinerama support (Linux only)
Lighting
- Per-pixel dynamic lighting
- SSAO (screen-space ambient occlusion)
- Different types of lighting models (Phong, Anisotropic)
- Ellipsoid lights with different attenuations
- Optimizations: scissors, clip planes
- Light maps support
- Light scattering
- Special light source type based on spherical harmonics
Shadows
- PSSM (Parallel Split Shadow Map)
- Soft shadows
- Translucence
- Per-surface shadowing settings
- Configurable shadow ambient
Materials
- Hierarchy of materials with parameter's inheritance and overloading
- Normal mapping
- Parallax occlusion mapping
- Specular maps
- Emission textures
- Glow textures with blur
- Arbitrary polygon offset
- Dynamic transformations of UV coordinates
- Alpha testing support
- Different blending functions
- Special foliage material
- Materials with double texture set (tile and detail)
- Support of 16bit precision per channel for normal maps
- Per-object lighting settings
Special Effects
- Particle systems with different types of emitter, forces and animated textures support
- Volume light
- Volume fog
- Dynamic reflections (2D and cubemap)
- Fresnel refraction
- Volumetric light scattering
- Decals
- Water with surf zone and caustics
64-bit Color HDR Rendering
- Bloom
- Adaptive exposure
- Glow
- Tone mapping
- Cross flares
- Lens flares
Postprocessing
- Refraction
- Depth of field
- Bokeh filter
- Radial blur
- Sobel filter
- Color transformations (brightness, contrast, saturation, gamma correction)
- Low-cost HDR glow
- Arbitrary LUT color transformations
Base Objects
- Mesh (static geometry)
- Dynamic mesh (generated on-the-fly)
- Skinned mesh (bone-based animation) with support of animation blending
- Dynamic volumetric objects (box, ellipsoid, omni light, projected light)
- Terrain
- Water (global and local)
- Particle system
- Billboard
- Procedural grass
- Volumetric clouds
- Lights (world, cubemap, projected, spot)
- Decals (omni, orthographic, projected)
- 3D GUI (plane, mesh-based)
- Players (actor, persecutor and spectator)
Scene Management
- Data streaming (dynamic data loading in the background)
- Object hierarchy
- Seamlessly interconnected indor and outdoor scenes
- Software occluders
- Dynamic tree-based subdividing (outdoor)
- Portal rendering (indoor)
- Advanced LOD system
- Clipmap textures support
- Dynamic worlds merging
- 9 LODs for the terrain with full geomorphing
- Full-scene serialization
Physics
- Multi-threaded core
- Collision detection
- Rigid body physics
- Run-time destruction of objects
- Vehicle physics
- Particle system physics
- Cloth physics
- Rag doll physics
- Ragdoll blending with animation
- Automatic rag doll generation
- Force fields
- Fluid buoyancy
- Fluid interaction
- Inverse kinematics
- Comprehensive set of geometric primitives
- Various joints, motors and springs
- Serialization support
- Time reverse support
Scripting System
- Object-oriented programming
- Easy to learn UnigineScript language (similar to C++ in syntax)
- Built-in fast 3D mathematics (vectors, matrices and quaternions with all corresponding functions and swizzling support)
- Transparent interconnection with external C++ functions and classes
- Multi-threading support
- Virtual machine with full state saving/restoring
- Byte-code compiler (with caching support) and optimizer
- Regular expressions support
- Built-in debugger
- Built-in performance profiler
- Well-documented library of built-in functions and classes (more than 3000 functions)
Graphic User Interface
-
UI files in XML format
- Easy callbacks via UI file
- Localization packs support
-
TTF support
- Unicode (UTF8) support
- Microsoft IME support for Eastern languages
- Video playback (OGG Theora)
- Easy skin changing
- Transparency
- Resizable windows with overlapping support
- 3D effects
- Activation animation
- Rich text support
- Comprehensive set of widgets, containers and dialogs
Sound
- EFX support
- Support of virtually unlimited number of sound sources
- 3D sound
- Ambient sounds support
- Streaming of sounds
- Doppler effect
- Sound occlusion
- Multiple reverberation zones
- Playback of WAV and OGG files
Input Devices
- PC keyboards
- PC mice
- Standart PC joysticks
- Xbox 360 gamepads
Editor
-
WYSIWYG world editor
- Managing objects, lights and effects
- Prefab export/import
- Adjusting of rendering settings
- Editing physics properties
- Material editor with hierarchy support
- Particle system editor
- Built-in performance profiler
- Different viewing modes for content optimization
- Per-pass debug of rendering
- On-the-fly content update support
- No compile time, instant preview with final quality
Tools
ResourceEditor
- Viewer:
- Fast preview of assets (mesh, smesh, 3ds, lwo, obj, ase, dae, bsp, map, md2, md5)
- Conversion between 3D data formats
- Animation playback
- Mesh smoothing
- Per-channel view of UV mapping
- UV seams visualization
- UV overlaps visualization
- Tangent space visualization
- TerrainEditor:
- Editing of height map, diffuse texture and normal map
- Different brushes (normal, addition, subtract, smooth, dilate, erode)
- Import from/export to any 2D editor any patch of a texture
- NormalMapper:
- Generation of normal maps for a low-poly model from a high-poly donor
- Height map generation
- HAL support
- Support of 16 bit per channel accuracy
- NormalCombiner:
- Combining of normal maps by correct vector summation
- Tile support
- AmbientMapper:
- Generation of ambient occlusion maps
- Support of high-poly donor meshes
- Arbitrary number of lights
Archiver
- Content packs generation
- Data compression
- Data encryption
Clipmap
- Conversion of images into the Unigine clipmap format (TEX)
Terrain
- Generation of height maps from meshes
ImageDDS
- Conversion of images into DDS format
- High-quality DXT compression algorithm
- Cubemap support
- 3D textures support
- Mipmaps generation
- Support of 16 bit precision per channel
- Batch images processing
Plugins
- 3ds Max 8/9/2009/2010 Mesh import/export
- 3ds Max 8/9/2009/2010 Skinned Mesh import/export
- 3ds Max 8/9/2009/2010 export scripts (prefab, spline, camera, batch export)
- Maya 7.0/8.5/2008/2009/2010 Mesh import/export
- Maya 7.0/8.5/2008/2009/2010 Skinned Mesh import/export
- Softimage 2010 Mesh import/export
- Softimage 2010 Skinned Mesh import/export
- Softimage 2010 spline export
Notes:
All registered trademarks are property of their respective owners.
See also: Shorter overview of Unigine technologies
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