
DigitalRune Graphics is a graphics engine based on the Microsoft XNA Framework. It is designed and optimized for use in 3D games and simulations.
This topic contains the following sections.
Requirements
Features
Here is an overview of features in this product.
General
Low-dynamic range (LDR) and high-dynamic range (HDR) rendering
Linear (Gamma-aware) content and rendering pipeline
Screen space ambient occlusion (SSAO)
Anti-aliasing: MSAA, FXAA, SMAA
Support for Reach and HiDef profile
Interoperability with Windows Forms and the Windows Presentation Foundation (WPF)
Content Processing
Extends the XNA content pipeline
Static or animated models (incl. animation compression)
Reusable material definitions
Texture processing: Color keying, normal map compression (DXT5nm), mipmap correction for alpha textures
Scene Management
Hierarchical scene graph
Static and animated meshes
Sprites, billboards, particle effects, lens flare effects
Orthographic and perspective cameras
Various light types: ambient, point lights, directional lights, spotlights, projector lights
Different fog types such as distance fog and height fog
Anti-aliased lines with dash patterns.
Frustum culling, light culling and custom overlap queries
Materials
Advanced effect binding system which automatically resolves shaders and shader parameters at runtime
Various built-in materials supporting diffuse maps, specular maps, normal maps, opacity masks
Support for XNA stock effects
Extensible with custom effects
Rendering
Customizable render pipeline which supports forward and deferred rendering
Default: Light pre-pass renderer ("deferred lighting") for opaque geometry and forward rendering for transparent geometry
Various shadow types: filtered shadow maps, omni-directional shadow maps, cascaded shadow maps
Optimized rendering through state sorting and hardware instancing
Billboard renderer supporting soft particles and high-speed, off-screen rendering
Debug rendering
Post-Processing
Image processing: Color grading, sharpening, unsharp-masking, saturation, sepia, noise, edge filter
Special effects: Motions blur, depth of field, crepuscular rays ("god rays"), bloom, dynamic eye adaption
Various blur filters: Gaussion blur, Box blur, Poisson blur, Kawase blur, horizontal blur, radial blur
Nesting/chaining of post-processing effects
Extensible with custom post-processing effects
Support for Windows Phone 7
Due to the limitations of the XNA Framework, rendering on Windows Phone 7 is limited to the XNA stock effects (AlphaTestEffect, BasicEffect, DualTextureEffect, EnvironmentMapEffect, and SkinnedEffect).
Namespaces
Following namespaces belong to DigitalRune.Graphics: