Redsdk: the scalable GPU engine!
Redsdk renders the best images at your frame rate from constrained real-time to offline image production. Redsdk provides a number of helpful concepts and developments. It is capable of real-time ray tracing as well as ‘standard’ industry real-time 3d effects (shadow maps, environmental mapping …). Written in C++, it offers developers an elegant way to integrate to their own application and to extend their functionalities. The integrated scene graph exposes well-designed inheritance rules to build complex hierarchies and behaviors from user data.
What's new in Redsdk 1.4?
- A full HDR pipeline (128bits) for ray tracing & rasterization
- Real-time cube maps dynamically updated
- Optimized performances
- Memory leak tracker & analysis tool
- Redsdk test suite
![]() |
Lighting and Shadowing
|
| Some tutorials illustrating the lighting & shading features: | ||
#7: My first RED shader |
#29: HDR reflection #30: Anti-aliasing #33: Cartoon shading #35: Volume visualization #36: Fall-off effect #37: Hidden Line Removal |
|
![]() |
![]() |
![]() |
![]() |
|||
My first GLSL shader |
Blended materials |
Depth of field |
Volume visualization |
![]() |
![]() |
![]() |
![]() |
|||
Hidden Line Removal |
Fall-off effect |
HDR Reflection |
Cartoon shading |
Interactive ray tracing
|
![]() |
| Some tutorials illustrating the real-time ray tracing features: | ||
| #8: My first GLSL indirect shader #12: Ray traced effects #15: My first indirect shader |
#16: Multiple passes shaders #17: Ray traced refractions |
|
![]() |
![]() |
![]() |
![]() |
|||
Ray traced refractions |
Ray traced effects |
My first indirect shader |
True transparencies |
Scalability
- Scalable GPU engine: redsdk is scalable in both quality and time to best suit the user needs
- High polygon count support: load millions of triangles, redsdk will manage them easily thanks to its optimized memory footprint
| Some tutorials illustrating the scalability: | ||
| #24: Customized culling | #28: High polygon count | |
![]() |
![]() |
![]() |
![]() |
|||
Hardware rendering |
Advanced hardware |
Real-time ray tracing |
Offline ray tracing |
![]() |
Scene graph
|
| Some tutorials illustrating the scene graph features: | ||
| #4: Scene Graph manipulation #5: Geometry layers #6: Material layers |
#9: Rendering primitives #24: Customized culling #27: Scene Graph optimizer |
|
![]() |
![]() |
![]() |
![]() |
|||
Rendering primitives |
Picking |
Customized culling |
Scene Graph Optimizer |
Data import
Redway3d´s Redviewer product is a convenient way to import external data in the Red engine´s internal format. Using Redviewer you can edUit your data directly into the Content Creation Tool. As Redviewer is a client application of Redsdk, you are guaranteed to get the same result in your own Redsdk application. The data production workflow is quite simple and can be summarized as:
![]() |
![]() |
![]() |
![]() |
|||
1. Load your data into your preferred Content Creation Tool |
2. Activate Redviewer to enter the WYSIWYG mode |
3. Export the viewed data to a Redsdk compatible file |
4. Visualize your exported data with your redsdk application |
Redviewer offers support for a wide variety of file formats:
|
![]() |
![]() |
Programming featuresRedsdk manages a set of low-level functionalities letting the developer to concentrate on what makes its difference. The set of C++ classes that makes Redsdk is fully documented. There is no complicated hierarchy of classes and performance is achieved while always paying attention to the application side. Major programming features are:
|
| Some tutorials illustrating the programming features: | ||
| #1: My first redsdk application #3: “Hello world !” #13: Multiple windows application |
#25: Working in MFC environment #26: Integration in a 3rd party OpenGL application |
|
![]() |
![]() |
![]() |
![]() |
|||
My first redsdk application |
Multiple window application |
Integration in a 3rd party OpenGL application |
Working in MFC environment |

































