2010-07-26
We are hiring
Our company is growing so we would be happy to see new team members: developers, PM, sales manager and system administrator. Moreover, the good news is our convenient office in Tomsk is now doubled in size!
2010-05-25
Heaven 2.1, Tropics 1.3, Sanctuary 2.3
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
5 years since the first commercial release of Unigine
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
Unigine Heaven Benchmark 2.0
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
Unigine booth at GDC SF 2010
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.

Feature List of Unigine

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