WindLightTM Technology

| Overview | Features | Sample Scenes I | Sample Scenes II | Performance | Integration |

Integrating WindLight into current simulators is as simple as adding a skydome.

WindLight uses the skydome and the scene's vertex data to compute its lighting values dynamically:

WindLight's high-level vertex and pixel shading functions are abstracted away from the simulator's core code. Any object with a 3D position in the scene, including foliage, vehicles, particles, clouds, and buildings, is rendered accurately. WindLight uses each vertex's Z-distance from the camera to output its color and light values. Sample implementations provided with WindLight show how to add the system to existing lighting methods, such as lightmaps and normal maps.

Each WindLight license includes source code for the WindLight shader network in Cg, GLSL, and HLSL, as well as a C++ API for WindLight's function calls. To ensure smooth and rapid integration with your system, all licenses also include the WindLight Development Environment (WDE). The WDE includes:

Code Documentation and a full Technical Specification are also provided.

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