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Redsdk 1.4 Is an HDR pipeline for Ray Tracing and Rasterization

Lights and geometries reflect their correct intensities, resulting in more realistic images.

| Published May 6, 2008

The recent release of Redway3d’s (Saint-Cloud, France) Redsdk 1.4, is said to be a high-definition rendering (HDR) real-time engine, even on legacy hardware. It offers a full HDR pipeline (128 bits) for ray tracing and rasterization; real-time cube maps dynamically updated; optimized performances; memory leak tracker and analysis tool; and a Redsdk test suite.

The RED engine offers a full HDR rendering pipeline for all usages (real-time, offline high quality images). This way, lights and geometries reflect their correct intensities, resulting in more realistic images and animations.

Plus, the full-HDR pipeline is available on legacy hardware, with an integrated full HDR emulation mode, on all Amd/Ati and NVIDIA cards, which are less than 6-7 years old. In this photo, you can see the difference between a 32-bit rendering workflow (left) and a 128-bit one (right). The RED engine enables the user to dynamically update a cube map.

In Redsdk 1.4, functionalities have been optimized, like the memory footprint of ray traced shadows and rendering materials, for those users seeking better performances, both for rasterization and ray tracing. The scalability of the RED engine has been increased so users will notice a 5 to 30 percent speed increase on large model assemblies (100K+ objects). Redsdk now offers a built-in memory leak tracker and analysis tool.

Redsdk users can debug their application by finding the graphics resources that have been managed incorrectly. Plus Redsdk offers its own standalone test suite, which lets you test and certify hardware platforms. The RED engine test suite not only validates the RED engine functionalities but also their execution time.

For further details, go to Redway3d.

Sources: Press materials received from the company and additional information gleaned from the company's website.

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