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2008, April 21 - Redsdk 1.4 released, first full HDR real-time engine, even on legacy hardware!
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While most of the best CPU based ray tracers are already 128bit (HDR) capable, it may sound usual to support a full HDR rendering pipeline, but it is not. Indeed, the RED engine offers a full HDR rendering pipeline for all usages (real-time, off-line high quality images). This way, lights and geometries reflect their correct intensities, resulting in more realistic images & animations. |
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The RED engine now enables the user to dynamically update a cube map. This can replace ray traced reflections at a lower cost for all real-time applications. |
Looking for better performances, both for rasterization & ray tracing is what our customers expect from a middleware supplier like Redway3d. In Redsdk 1.4, numerous functionalities have been optimized, like the memory footprint of ray traced shadows and rendering materials. |
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Redsdk now offers a built-in memory leak tracker and analysis tool. New RED engine classes have been created to get a complete map of all memory resources created & used by the RED engine, sorted by category (Ray Tracer, Images [2D, 3D, cube, composites, read back], shapes [ with & without transforms], Materials, Shaders, Cluster, Strings ...). |
Redsdk now offers its own standalone test suite, which can be used by any RED engine user to test & certify hardware platforms. The RED engine test suite not only validate the RED engine functionalities but also their execution time. |
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