DigitalRune Graphics

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

Subtopics