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DigitalRuneDigitalRune Graphics
DigitalRune Graphics

DigitalRune Graphics is a graphics engine based on the Microsoft XNA Framework. It is designed and optimized for use in 3D games and simulations.

This topic contains the following sections:


Here is an overview of features in this product.


  • Low-dynamic range (LDR) and high-dynamic range (HDR) rendering
  • Linear (Gamma-aware) content and rendering pipeline
  • Screen space ambient occlusion (SSAO)
  • Anti-aliasing: MSAA, FXAA, SMAA
  • Support for Reach and HiDef profile
  • Interoperability: 3D graphics can be embedded in Windows Forms, Windows Presentation Foundation (WPF) and Universal Windows Platform (UWP) apps

Content processing

  • Extends the XNA content pipeline
  • Static and animated models (skeletal animations incl. animation compression, morph targets)
  • Reusable material definitions
  • Texture processing: Color keying, normal map compression (DXT5nm), mipmap correction for alpha textures

Scene management

  • Hierarchical scene graph
  • Static meshes
  • Animated meshes: skeletal animation, morph target animation
  • Sprites, billboards, particle effects, lens flare effects
  • Orthographic and perspective cameras
  • Various light types: ambient, point lights, directional lights, spotlights, projector lights, image-based lighting (IBL)
  • Decal rendering
  • Different fog types such as distance fog and height fog
  • Sky rendering supporting skyboxes, user-defined gradient skies, atmospheric scattering and simulation of natural light, sun, moon with phases, starfields, cloud layers, and an ephemeris model for correct positions of sky objects
  • Terrain rendering for large-scale, tile-based terrains, supporting continuous level of detail, flexible material blending, decals, roads, holes, etc.
  • Water rendering supporting skybox reflections, planar reflections, refraction, foam, caustics, underwater effects, user-defined flow, infinite ocean plane, and wave displacement mapping (including FFT-based ocean waves)
  • Vegetation rendering with wind animations, translucency, LOD and hardware instancing
  • Reflections and render-to-texture support
  • Figure rendering for drawings composed of lines and 2D shapes; supporting anti-aliased lines, dash patterns, filled shapes and hit testing
  • Frustum culling, light culling and custom overlap queries
  • Occlusion culling and shadow caster culling
  • Level of detail (LOD)


  • Advanced effect binding system which automatically resolves shaders and shader parameters at runtime
  • Various built-in materials supporting diffuse maps, specular maps, normal maps, opacity masks
  • Support for XNA stock effects
  • Extensible with custom effects


  • Customizable render pipeline which supports forward and deferred rendering
  • Default: Light pre-pass renderer ("deferred lighting") for opaque geometry and forward rendering for transparent geometry
  • Various shadow types: filtered shadow maps, omni-directional shadow maps, cascaded shadow maps
  • Optimized rendering through state sorting and hardware instancing
  • Billboard renderer supporting soft particles and high-speed, off-screen rendering
  • Debug rendering


  • Image processing: Color grading, sharpening, unsharp-masking, saturation, sepia, noise, edge filter
  • Special effects: Motions blur, depth of field, crepuscular rays ("god rays"), bloom, dynamic eye adaption, night vision blue-shift ("scotopic vision")
  • Various blur filters: Gaussian blur, Box blur, Poisson blur, Kawase blur, horizontal blur, radial blur
  • Nesting/chaining of post-processing effects
  • Extensible with custom post-processing effects

Support for Windows Phone

Due to the limitations of the XNA Framework, rendering on Windows Phone is limited to the XNA stock effects (AlphaTestEffect, BasicEffect, DualTextureEffect, EnvironmentMapEffect, and SkinnedEffect).