LightsprintSDK 2021.08.08
Real-time rendering

Following projects use LightsprintGL library for rendering and LightsprintCore for lighting calculations.
They are located in samples directory in the SDK, binaries in bin.


Lightsmark

  • realtime GI in scene from real game (World of Padman)
  • original scene without any modifications is loaded to show engine robustness
  • undocumented feature: enter interactive mode by spacebar, control everything yourself, F1=help
  • complete Lightsmark is not part of SDK, but you can download it here

SceneViewer

move lights, compare realtime/offline GI
edit objects/lights/materials
  • single function call: rr_ed::sceneViewer(), you can run it from your code to visualize data
  • realtime GI: freely move all lights, no precalculations
  • precomputed GI: test build/load/save lightmaps
  • edit materials, manipulate objects
  • import/export 95+ fileformats
  • debugging: visualize tangents, see rays shot from individual triangles or texels etc

MovingSun

dynamic Sun
dynamic objects
  • realtime GI, dynamic objects lit by dynamic Sun and skybox
  • loads collada scene, commandline or drag&drop to open custom scene
  • uses internal renderer

RealtimeLights

freely move lights and objects
occluded light, GI changes in realtime
  • realtime GI, color bleeding, dynamic objects occlude lights loaded from scene
  • all lights and objects movable
  • loads collada scene, commandline or drag&drop to open custom scene
  • uses internal renderer

RealtimeRadiosity

freely move light, objects
global illumination changes in realtime
  • realtime GI, color bleeding, penumbra shadows, projected video in custom renderer
  • all lights and objects movable
  • loads 3ds scene and 3ds dynamic objects, uses 1 custom area light rather than lights from file
  • shows that lighting works equally well for animated object
  • shows feeding external 3ds renderer with Lightsprint computed illumination

Lightmaps

realtime GI = fully dynamic
lightmaps + lightfield = faster
  • demonstrates differences between realtime and precomputed lighting
  • starts with fully realtime GI (both lights and objects dynamic)
  • after pressing 'p', switches to lightmaps+lightfield (faster, but light is static)
  • '1'/'2'/'3' sets realtime/precomputed vertex/precomputed pixel mode

PenumbraShadows

penumbra shadows
penumbra shadows
  • penumbra shadows in custom renderer
  • simple lighting, no global illumination, only constant ambient