Unigine (commercial)

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Tami
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Unigine (commercial)

Post by Tami »

Unigine is a cross-platform engine of virtual worlds, standing on the bleeding edge of technology.
Main fields of application are cross-platform games and virtual reality systems.
Unigine provides magnificent 3D graphics and outstanding physics.
There are also flexible GUI, scripting system, sound support and much more.

Features:
Incompleted (including partially completed) features are denoted by italic.

Render
General

* Multiple API render (all features are supported for both APIs)
o Direct3D 9
o Direct3D 10
o OpenGL
* GLSL (OpenGL), HLSL (Direct3D), Cg (OpenGL NVIDIA) shaders support
* Caching of compiled HLSL shaders
* Antialiasing (up to 8x)
* Bilinear and trilinear filtration
* Anisotropic filtration (up to 16x)
* Widescreen support
* Arbitrary resolution support
* Gamma correction
* Vertical Sync control
* Refresh rate control
* Video playback
* Customizable set of shaders
* Auto detection of video card capabilities
* SystemProfiler wrapper for performance tools like NVPerfSDK
* Performance-critical optimizations for different video cards
* Supported video cards:
o NVIDIA GeForce FX 5200 - FX 5900 (NV3x)
o NVIDIA GeForce 6100 - 6800 (NV4x)
o NVIDIA GeForce 7100 - 7950 (G7x)
o NVIDIA GeForce 8400 - 8800 (G8x)
o ATI Radeon 9500 - 9800 (R3xx)
o ATI Radeon X300 - X850 (R3xx - R4xx)
o ATI Radeon X1300 - X1950 (R5xx)
o ATI Radeon HD 2400 - HD 2900 (R6xx)

Lighting

* Per-pixel lighting
* Unique PRT (Precomputed Radiance Transfer) lighting, which takes into account normal maps
* Light maps
* Dynamic light sources:
o Omni light
o Omni light with cubemap modulation
o Directional light with 2D texture modulation
o World light
* Ellipsoid lights with different attenuations
* Optimizations: scissors, clip planes
* Light scattering
* Different types of shading:
o Phong
o Oren-Nayar
o Anisotropic

Shadows

* Stencil shadows (for old cards)
* Shadow maps
* Soft shadows maps
* Hardware shadow maps support
* LiSPSM (light space perspective shadow maps)
* Translucence (for shadow maps)
* Z-pass and z-fail shadow volumes
* GPU shadow volume extrusion
* GPU silhouette determination for static meshes
* Per-surface shadows disabling
* Per-surface self shadows disabling
* Invisible shadow casters support
* Correct soft shadows blurring depending on distance from shadow caster
* Configurable shadow ambient
* Correct shadows from alpha test objects

Materials

* Hierarchy of materials with parameter's inheritance and overloading
* Normal mapping
* Parallax occlusion mapping
* Ambient occlusion mapping
* Translucence
* Gloss maps
* Emission textures
* Glow textures with blur
* Two-sided polygons
* Polygon offset
* Dynamic transformations of UV coordinates
* Alpha testing
* Different blending functions
* Special foliage material
* Material with double texture set - tile and detail
* Support of 16bit precision per channel for normal maps

Special effects

* Particle systems with different types of emitter, forces and 3D textures support
* Volume light
* Volume directional light
* Volume fog
* Reflection (2D and cubemap)
* Fresnel refraction
* Volumetric scattering
* Decals
* Water
* In-game GUI
* Viewports (monitors, etc)

64-bit color HDR (High Dynamic Range rendering)

* Bloom
* Adaptive exposure
* Glow
* Tone mapping
* Cross flares
* Lens flares

Postprocessing

* Refraction
* Depth of field
* Motion blur
* Radial blur
* Sobel filter
* Color transformations (brightness, contrast, saturation)
* Low-cost HDR glow
* Arbitrary LUT (Look-Up Tables) color transformations
* Anaglyph mode

Base objects

* Dynamic mesh (generated on-the-fly)
* Mesh (static geometry)
* Skinned mesh (bone-based animation)
* Morphing mesh (key frame animation)
* Animation blending
* Dynamic volumetric objects (box, ellipsoid, omni light, projected light)
* Terrain (heightmap-based)
* Billboards
* Particle systems
* Lights (world, omni, cubemap, projected)
* 3D GUI (plane, mesh-based)
* Players (spectator, dummy, persecutor, actor)

Scene management

* Seamlessly interconnected indor and outdoor
* Dynamic tree-based subdividing (outdoor)
* Portal rendering (indoor)
* Data streaming (dynamical data loading in the background)
* LOD (Level Of Detail) support
* Software occluders
* Objects hierarchy
* Dynamical world merging
* Huge terrains (heightmap-based, 9 LODs, full LOD's geomorphing, full data streaming) up to 65536 x 65536 (DirectX 9) or 262144 x 262144 (DirectX 10) cells in size
* Clipmap textures support

Physics

* Serialization support
* Collision detection
* Rigid body physics
* Comprehensive set of geometric primitives:
o Sphere
o Capsule
o Box
o Mesh
o Convex hull
[i]o Cylinder[/i]
o Terrain
* Particle system physics
* Various joints:
o Fixed
o Hinge
o Ball
o Cylindrical
o Prismatic
o Suspension
o Wheel
* Joints destruction
* Linear and angular motors
* Linear and angular springs
* Rag doll physics
* Automatic rag doll generation
* Vehicle physics
[i]* Water flow
* Fluid buoyancy[/i]

Scripting system

* Similar to C++ in syntax
* Easy integration with external C++ functions and classes
* Byte-code compiler and optimizer
* Virtual machine with full state saving/restoring
* Caching of compiled byte-code
* Preprocessor
* Object-oriented programming
* Namespaces
* Vectors and maps
* Built-in fast 3D mathematics (vectors, matrices and quaternions with corresponding functions)
* User-defined classes with operators overloading
* Function overloading
* Yield and wait return operators
* Dynamical calls of functions
* Regular expressions support
* Rich library of built-in functions and classes (more than 2000 functions)

Graphic User Interface

* Various widgets:
o Button
o Icon
o CheckBox
o Label
o ComboBox
o ListBox
o TreeBox
o HSlider/VSlider
o HSpacer/VSpacer
o EditLine
o EditText
o Sprite
o HScroll/VScroll
* Containers:
o Window
o GridBox
o GroupBox
o ScrollBox
o TabBox
o HBox/VBox
* Dialog windows:
o MessageDialog
o FileDialog
o ColorDialog
o ImageDialog
* Resizable windows with overlapping support
* Transparency
* 3D effects
* Activation animation
* Tooltips
* Easy callbacks via UI file
* Easy skin changing
* UI files in XML format
* Localization support
* True Type fonts (TTF) support
* Unicode (UTF8) support
* IME input support

Sound

* Streamed sounds
* Entirely loadable sounds
[i]* 3D sound
* Binding sounds to objects
* Doppler effect[/i]
* Different sound API support:
o OpenAL
o FMOD*

System

* Supported hardware platforms:
o IBM PC x86
o IBM PC x86 64 bit
* Multicore CPU support
* Big endian support (ready for game consoles)
* SSE/SSE3 optimizations
* Supported operating systems:
o MS Windows 2000/XP/2003/Vista
o Linux 2.4/2.6
* 32-bit and 64-bit builds
* Data compression
* Data encryption
* Save/restore system (full serialization support)
* Performance profiling
* Supported 3D object formats:
o Unigine Mesh (MESH)
o Unigine Skinned Mesh (SMESH)
o Unigine Morphing Mesh (MMESH)
o 3DS
o LightWave Objects (LWO)
o Wavefront (OBJ)
o ASCII Scene Export (ASE)
o COLLADA (DAE)
* Supported image formats:
o Targa (TGA)
o JPEG (JPG)
o Portable Network Graphics (PNG)
o X PixMap (XPM)
o PhotoShop Document (PSD)
o DDS (DXT1, DXT3, DXT5, ATI1N ATI2N, 3D cube textures, 2D textures)
* Supported sound formats:
o RIFF WAVE (WAV)
o Ogg Vorbis (OGG)
* Supported video formats:
o Ogg Theora (OGG)

Tools

UnigineEditor

* WYSIWYG world editor
* Placement of objects, lights and effects
* Material editor
* Particle system editor
* Prefab export/import
* Adjusting of rendering settings
* Performance profiling
* Per-pass debug of rendering
* No compile time, instant preview with final quality

ResourceEditor

* Viewer:
o Fast preview of assets
o Prefab export
o Conversion between 3D data formats
o Mesh smoothing
o Per-channel view of UV mapping
o UV seams visualization
o UV overlaps visualization
o Tangent space visualization
* TerrainEditor:
o Editing of height map, diffuse texture and normal map
o Different brushes (normal, addition, subtract, smooth, dilate, erode)
o Maximal terrain size is 262145 x 262145 cells
o Support of unique textures up to 262145 x 262145 pixels
o Import from/export to any 2D editor
* NormalMapper:
o Generation of normal maps for low-poly from high-poly donors
o Height map generation support
o HAL support
o Support of 16 bit per channel accuracy
* NormalCombiner:
o Combining of normal maps by correct vector summation
o Tile support
* AmbientMapper:
o Generation of ambient occlusion maps
o High-poly donor meshes
o Arbitrary number of lights

Archiver

* Data compression
* Data encryption

ImageDDS

* Conversion of images into DDS format
* High-quality DXT compression algorithm
* Cubemap support
* 3D textures support
* Scaling support
* Mipmaps generation
* Support of 16 bit precision per channel
* Batch images processing

Plugins

* 3ds Max Mesh import
* 3ds Max Mesh export
* 3ds Max Skinned Mesh export
* 3ds Max Morphing Mesh export
* Maya Mesh import
* Maya Mesh export
* Maya Skinned Mesh export
* Maya Morphing Mesh export
[i]* Blender Mesh import
* Blender Mesh export
* Blender Skinned Mesh export
* Blender Morphing Mesh export[/i]

Notes:
All registered trademarks are property of their respective owners.
*: This requires a license for FMOD.

[url=\"http://unigine.com/products/\"]See here for licensing prices[/url]
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