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 Q&A

Stephan Hrbek,
LightSprint
Oct. - 2006

 

"Lightsprint is here to push global illumination from movies to realtime software like games and architectural modellers. Being fascinated by the way how light interacts with the environment around us, we simulate it on CPU and GPU in realtime. Our goal is not to compete with existing 3D engines, on contrary, we integrate with them and improve them."

< Realtime 3D rendering with LightSprint

   
Q1 Please give a brief presentation of Lightsprint.
A1

Lightsprint was formed to help others add photorealistic illumination to realtime 3D engines. Only a few years ago, global illumination started to appear in CG movies like Shrek 2; Lightsprint is here to push it from movies to realtime software like games and architectural modellers. Being fascinated by the way how light interacts with the environment around us, we simulate it on CPU and GPU in realtime. Our goal is not to compete with existing 3D engines, on contrary, we integrate with them and improve them.
Although our technology is licensed commercially, our roots lie in demoscene and free software, and we support free software developers, saying no to software patents. We are based in Prague, the Czech Republic.

   
Q2 Lightsprint Vision offers radiosity for realtime 3D engines, is it a real radiosity?
A2

Yes, technically speaking, it is a progressive radiosity with Monte Carlo photontracing, clustering, adaptive subdivision, and other optimisations. Unlike traditional radiosity with soft shadows and color bleeding, it also supports specular surfaces and refraction.

   
Q3 What kind of graphic cards can display soft shadows in realtime?
A3

Our demo with true soft shadows from the area light and indirect illumination runs on NVIDIA GeForce 6100 and any higher version and ATI Radeon 9500 and any higher version. People on forums often express their surprise that it runs even on their old computers.

   
Q4 What kind of 3D engine can use your illumination middleware? Can 3D engines based on Java (JOGL, JMonkey...) use Lightsprint Vision?
A4 Basically any C++ 3D engine. Lightsprint libraries were designed to be easily integrated with C++ rendering engines. They can serve
as a tool that rapidly precalculates indirect illumination or as a rendering subsystem that calculates indirect illumination in realtime. Soft shadows are optional and can be replaced by client's native shadows. Advanced aspects of C++ language were used and so any binding to Java would be difficult.
   
Q5 With Lightsprint Vision, is it the end of texture backing, shadow map(...)? Does it inspire new workflow in realtime 3D creation?
A5

Realtime calculated indirect illumination significantly simplifies the pipeline, it's no longer needed to add fake lights, run an expensive lightmapper after each change in the scene and it even looks good and realistically responds to all scene changes. However, there will always be applications where illumination doesn't change, so completely precomputed or otherwise simplified solutions will stay with us.

For such cases, Lightsprint can be used for rapid lightmap or ambient map creation. Regarding shadow maps, it's possible to replace them by our soft shadows. Of course, it could be complicated for some engines, so we don't rely on soft shadows, we can integrate with shadows already present in 3D engine.

   
Q6 Is Lightsprint Vision optimized enough to be implanted in game 3D engines?
A6 Sure. It's been under development for 7 years and all changes are benchmarked, we are crazy about performance.
Our core collision subsystem was compared with widely used physical engines by one of our clients who came to a conclusion that we were up to 200 times faster and we needed 10 times less memory.
   
Q7 Is it possible to use FSAA with Lightsprint Vision to have the "precalculated quality"?
A7 Yes, FSAA improves the quality of our soft shadows, However, indirect illumination stays unchanged.
   
Q8 What is the licence of Lightsprint?
A8 The licence is simple, royalty-free and limited for use in one software title, the client can integrate Lightsprint into a game, game tool or into any other product. We like smaller projects with limited funds too, so we can individually settle on a royalty as a replacement for a fixed price.
   
Q9 What is the future of Lightsprint Vision in term of image quality?
A9 We use the full power of CPU and GPU during the calculation, so in the short run, image quality will leap forward with quad core CPUs and DX10 GPUs.
In the long run, we would like to raytrace selected parts of a scene and then have some fun by advancing nice fake or foto quiz to "fake or video" quiz where visitors guess what is the realtime computed animation and what is the video.
   
   
   
   
 
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