由美國 Sundog Software 開發的 SilverLining™ 軟體,可讓你渲染模擬天空所有的一切,適合 C++ 的開發者使用,每一個重要的渲染技術都適用於 Windows、MacOSX 和 Linux。有興趣嗎?快到詢價表單填寫試用版需求,讓您免費評估 SDK 並獲得相關授權訊息。
SilverLining™ 在任何時間任何地點都能呈現逼真猶如真實的天空,包括 3D 立體雲、降水影響天空的效果、恆星和行星,並在您的應用程式實際提供真實室外照明。SilverLining™ 讓世界各地的遊戲、視覺模擬、培訓、廣播視頻變得更逼真了,並具體化了建築應用程式,使其呈現的效果更棒了。
►Dynamic skydomes for any time and location
SilverLining produces accurate skies for any given time and location, fast and automatically. Spend your art resources on something else.
- Real atmospheric scattering simulation
- Ephemeris model for accurate sun & moon
- Crepuscular Rays (“God Rays”)
- Accurate stars and planets at night
- Fast performance
- New Hosek-Wilkie sky color algorithm
- Dynamic time of day effects
- Provides tone-mapped natural light sources to light your scene
- Realistic twilight lighting effects
- Accurate moon phases
- High-altitude effects and atmospheric limb from space
►Real volumetric. 3D clouds - real fast.
We use multiple volumetric rendering techniques to give you the most realistic 3D clouds at the best performance. We’ll conjure up any weather you want.
- Cumulus congestus and mediocris clouds
- GPU ray-casted stratocumulus
- Cirrus, cirrocumulus, and stratus
- Cumulonimbus thunderheads with lightning
- Sandstorm (haboob) simulation
- Procedural simulation of cloud growth – no two clouds are the same!
- Simulate any cloud coverage over an infinite area
- Clouds move and animate with wind
- Looks great from the ground and in flight
- Precipitation: rain, sleet, and snow
- Automatic cloud shadow maps
►Easy integration with your engine
SilverLining integrates into most engines with just a few lines of code. Like hundreds of other developers worldwide, you’ll be up and running quickly.
- Support for OpenGL 2.0, OpenGL 3.2+, DirectX9, DirectX10, and DirectX11
- Libraries for Windows, MacOS, Linux, iOS, and Android
- Integration kits for Unity and Havok Vision
- Sample code for OpenSceneGraph (OSG), Ogre, osgEarth, and more
- C++ and C# API’s provided
- Works with any coordinate system, including whole-Earth ECEF / geocentric.
- Fast, responsive technical support
Triton Ocean SDK™ 可以快速且無限地呈現在任何風速或海浪情況下的海洋效果。利用 GPGPU 技術,適應系統中任何現代視覺模擬系統,Triton 提供傳送高幀頻逼真的水紋。
Triton Ocean 軟體開發包,能為模擬,訓練和電子遊戲應用帶來逼真的海洋。Kane 說:「SilverLining 的成功離不開 3D 引擎,性能和擴展性的整合,現在這些性能同樣能用於製作出逼真的海洋場景。Triton 只要獲取風況或 Beaufort 信號狀態,就能自動製作出 3D 動畫海洋場景,浪的高度和動勢也都相匹配。使用 Fast Fourier Transform 技術的逆效果,就能同時模擬上千種波浪,如果利用最新的消費者圖形技術,同樣能做出這種效果,而且速度更快。讓 Triton 與眾不同的是它的速度。」
它能夠適應你所用的系統,從而利用並行處理能力這個優勢,不管它是通用的 GPU 計算技術,如 CUDA, DirectX11 Compute Shaders,和 OpenCL,還是多核處理器。在現代系統上每秒有上百個框架同時運行,從而構成了高度複雜的海洋場景。Triton 還可以和 whole-Earth (地心模擬系統) 一起使用,與基於 C++ Windows 的使用 OpenGL, DirectX9,或 DirectX11 構建的 3D 引擎相兼容。目前開發者可查看流行的 OpenSceneGraph 和 Ogre 3D 引擎的樣本代碼。
特色
►Dynamic oceans for any beaufort scale
Triton produces real 3D waves with unprecedented realism and speed. This isn’t just another 2D water shader – it’s a 3D ocean simulation.
- GPGPU-Accelerated Wave Simulation using CUDA, OpenCL, and DirectX11 Compute Shaders
- Over 65,000 individual waves at over 500 frames per second
- Fresnel refraction and reflection
- Planar and environmental reflections
- Smooth coastline blending
- Breaking waves along shorelines
- Particle-based spray and foam
- Add swells from distant storms
- JONSWAP, Pierson-Moskowitz, and Phillips wave models.
- Handle Beaufort scales and Douglas Sea States 0-9
- Underwater “god rays” and visibility effects
►Ship wakes, impacts, and more
Your water has stuff in it – no problem. Ships, helicopters, and projectiles can all disturb Triton’s water with 3D wakes, waves, and spray.
- 3D Kelvin wakes from ship bow and stern
- Propeller backwash / turbulent wake effects
- Particle-based spray at the bow and along the hull
- Helicopter rotor wash effects with 3D wave displacement
- 3D impact simulation from projectiles
- Tidal stream wakes from stationary objects
- Fast height queries for powering buoyancy models
- Volumetric decal effects that move with the water surface
►Easy integration with your engine
Triton integrates into most engines with just a few lines of code. Like hundreds of other developers worldwide, you’ll be up and running quickly.
- Support for OpenGL 2.0, OpenGL 3.2+, DirectX9, and DirectX11
- Libraries for Windows, MacOS, and Linux
- Integration kit for Unity Pro
- Sample code for OpenSceneGraph (OSG), Ogre, Torque 3D, and more
- C++ and C# API’s provided
- Works with any coordinate system, including whole-Earth ECEF / geocentric.
- Renders infinite oceans or shades your own water mesh
- Fast, responsive technical support
產品比較
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Triton Ocean SDK
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WaveWorks
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osgOcean
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Hydrax
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Inverse-FFT 3D Ocean Waves
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✔
|
✔
|
✔
|
✔
|
Dynamic foam effects
|
✔
|
✔
|
✔
|
✔
|
Underwater fog & god rays
|
✔
|
✔
|
✔
|
✔
|
Tessendorf spectral model
|
✔
|
✔
|
✔
|
✔
|
Host read-back
|
✔
|
✔
|
✔
|
✔
|
JONSWAP spectral model
|
✔
|
|
|
|
Pierson-Moskowitz spectral model
|
✔
|
|
|
|
Swell waves
|
✔
|
|
|
|
GPGPU acceleration (CUDA, OpenCL, Compute Shaders)
|
✔
|
✔
|
|
|
Ship wakes (Kelvin Wakes, prop wash)
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✔
|
|
|
|
Spray particle effects
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✔
|
✔
|
|
|
Rotor wash and impact effects
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✔
|
|
|
|
Coastal blending
|
✔
|
|
|
✔
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Round Earth (WGS84 / ECEF) support
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✔
|
|
|
|
Volumetric decal textures
|
✔
|
|
|
|
PC/Mac/Linux support
|
✔
|
✔
|
✔
|
✔
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Game console support
|
|
✔
|
|
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Triton for Unity Pro is a native plug-in for Windows and MacOS desktop standalone projects.
- Simluates thousands of 3D waves at once, at hundreds of frames per second
- Built-in buoyancy model to power your floating ships and objects
- Smooth blending with shorelines
- Spray and foam at wave crests
- Real Fresnel refraction and automatic reflections
- Simulates seas from Beaufort scale 0-9
- Accelerated with CUDA, OpenCL, DirectX11 Compute Shaders, and/or multi-core CPU’s
- Accurate JONSWAP wave spectral model suitable for simulation and training
- Ship wakes with 3D waves, bow spray, and propeller backwash
- Rotor wash and impact effects
- Support for volumetric decals that conform to the water surface
- Oculus Rift support
影片介紹
特色
►Ship wakes in a single pass
Triton for Unity includes a WakeGenerator script that may be attached to any object in your scene. With this script, your object will generate Kelvin wakes that displace the ocean surface, propeller backwash effects behind the object, and particle-based bow spray effects – all automatically, and in the same pass as the rest of the ocean. You may attach as many WakeGenerators in a scene as you wish – Triton will automatically prioritize the ones closest to the camera for you.
►Volumetric decal support
Applying decal textures to dynamic surfaces such as Triton’s water is hard, but we make it easy for you. Triton includes a decal GameObject that can be used to apply any texture to the water at any position, and the decal will move with the waves. This can be used for things like floating kelp, debris, oil slicks, films – or whatever you can dream up.
►Rotor wash and impact effecrs
Easy-to-use RotorWash and Impact scripts may be attached to any object to generate particle-based spray and real 3D wave displacements and foam from helicopter rotors or from objects hitting the water. This is a real simulation, taking into account things like the velocity, mass, and direction of impactors, and the size and wind speed of the rotors.
►Smooth shirelines
Triton for Unity can automatically create a height map from your scene, used to smoothly blend the water with your terrain at the coastline. This same height information is used to restrict Triton’s water to areas at or below the sea level you define, and also produces breaking wave effects if your terrain realistically extends below the sea. Please note this feature is currently only available on Windows – on MacOS we offer instead a depth offset parameter that may be used to prevent depth fighting at coastlines.
►Buoyancy and collision detection
Triton’s Unity scripts include methods for collision detection along a given ray, or for finding the collision point nearest a given point. Your own scripts may use the points and surface normals returned to accurately place floating objects on Triton’s water. Triton’s included buoyancy model uses this same information to help manage the motion of ships and other floating objects in your scene.