| 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:
Features
Here is an overview of features in this product.
General
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Low-dynamic range (LDR) and high-dynamic range (HDR) rendering
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Linear (Gamma-aware) content and rendering pipeline
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Screen space ambient occlusion (SSAO)
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Anti-aliasing: MSAA, FXAA, SMAA
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Support for Reach and HiDef profile
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Interoperability: 3D graphics can be embedded in Windows Forms, Windows
Presentation Foundation (WPF) and Universal Windows Platform (UWP) apps
Content processing
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Extends the XNA content pipeline
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Static and animated models (skeletal animations incl. animation compression, morph targets)
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Reusable material definitions
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Texture processing: Color keying, normal map compression (DXT5nm), mipmap correction
for alpha textures
Scene management
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Hierarchical scene graph
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Static meshes
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Animated meshes: skeletal animation, morph target animation
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Sprites, billboards, particle effects, lens flare effects
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Orthographic and perspective cameras
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Various light types: ambient, point lights, directional lights, spotlights, projector lights,
image-based lighting (IBL)
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Decal rendering
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Different fog types such as distance fog and height fog
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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
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Terrain rendering for large-scale, tile-based terrains, supporting continuous
level of detail, flexible material blending, decals, roads, holes, etc.
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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)
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Vegetation rendering with wind animations, translucency, LOD and hardware instancing
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Reflections and render-to-texture support
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Figure rendering for drawings composed of lines and 2D shapes; supporting
anti-aliased lines, dash patterns, filled shapes and hit testing
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Frustum culling, light culling and custom overlap queries
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Occlusion culling and shadow caster culling
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Level of detail (LOD)
Materials
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Advanced effect binding system which automatically resolves shaders and shader
parameters at runtime
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Various built-in materials supporting diffuse maps, specular maps, normal maps,
opacity masks
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Support for XNA stock effects
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Extensible with custom effects
Rendering
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Customizable render pipeline which supports forward and deferred rendering
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Default: Light pre-pass renderer ("deferred lighting") for opaque geometry and forward rendering for transparent geometry
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Various shadow types: filtered shadow maps, omni-directional shadow maps, cascaded shadow maps
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Optimized rendering through state sorting and hardware instancing
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Billboard renderer supporting soft particles and high-speed, off-screen rendering
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Debug rendering
Post-processing
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Image processing: Color grading, sharpening, unsharp-masking, saturation, sepia, noise, edge filter
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Special effects: Motions blur, depth of field, crepuscular rays ("god rays"), bloom,
dynamic eye adaption, night vision blue-shift ("scotopic vision")
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Various blur filters: Gaussian blur, Box blur, Poisson blur, Kawase blur, horizontal blur,
radial blur
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Nesting/chaining of post-processing effects
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Extensible with custom post-processing effects
Support for Windows Phone
Namespaces
Following namespaces belong to DigitalRune.Graphics:
Subtopics