Redway3d OpenGL Graphics Benchmark

Redway3d Turbine Demo Benchmark

Redway3d, a french company (the french touch guys!) focused on 3D high quality visualization for industrial needs, has released an OpenGL benchmark based on their technology (Redsdk). This tech and need-todo-buzz graphics benchmark displays a turbine model and shows various aspects of the Redsdk 2.0 rendering capabilities.

You can download this benchmark HERE.

Redway3d Turbine Demo Benchmark

Redway3d Turbine Demo Benchmark

Redway3d Turbine Demo Benchmark

I tested the demo on an AMD X2 3800+ / GeForce GTX 280 + Forceware 185.85.

Here are some technical details about this demo:

Hardware requirements:
- ATI R600 and up (starting at the ATI Radeon HD2350)
- NVIDIA GeForce FX and up (starting at the GeForce FX 5200)

1) Real-time viewport rendering:
5 lights are illuminating the Turbine model. All materials are using a per-pixel Phong lighting with multiple-pass compositing. Edges are rendered using a real-time contouring shader, and multiple passes are used to generate the full dynamic hidden line removal view. The anti-aliasing used at the middle of the sequence is NOT hardware based. This is the Redsdk engine anti-aliasing, which is a full super-sampling anti-aliasing method that is used here. The quality of the Redsdk’s engine AA is by far superior to the hardware AA, and is not limited in terms of super-sampling. Planar reflections are generated by a multiple-pass pipeline composition. A first reflected scene is rendered and then a 2 pass gaussian blur filter is applied on it. Finally it’s blended with the regular geometry to compose the full scene.

2) High quality real-time:
2 lights are illuminating another Turbine model. All materials are using a per-pixel Phong lighting with bump mapping, and an additional environment mapping pass. Transparencies are per-pixel correct. The technique used is based on Redsdk’s GPU accelerated ray-tracing and leverages floating point hardware capabilities. Shadows are cast using additional shadow mapping passes. Multiple viewports are rendered with extra cameras anchored at different window positions. Each viewport rendering area is by itself a multiple pass scene composition to produce the dynamic HLR, the section cutting effect and the shaded view.

3) Dynamic ambient occlusion:
This sequence uses the full HDR rendering capability developed in Redsdk. Each rendering pass is performed in full 128 bits floating point precision. Note that this capability is emulated on older hardware that do not have GPU native floating point blending operations. The ambient occlusion effect is then achieved using a surrounding dome of shadow casting lights. Blurry shadows are cast for each light.

4) High quality real-time:
This sequences uses the ambient occlusion calculated in the previous sequence. Note that it’s calculated again for each camera. Then the ray-traced effects are calculated using Redsdk’s hybrid rendering technology that combines CPU ray-tracing with GPU ray-tracing. All shading is performed by the GPU.

5) High quality images:
This sequence only shows static images that have been calculated with high quality materials and a high quality rendering setup. This shows the quality that can be achieved while using Redsdk.

Source: via email by Dr Goulu ;)

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