DigitalRune Graphics Library for .NET and XNA

Product image of DigitalRune Physics

DigitalRune Graphics is a 3D graphics engine for the Microsoft XNA Framework. It is designed and optimized for use in 3D games and simulations on Windows, Xbox 360 and Windows Phone 7.

This product is part of the DigitalRune Engine.

Requirements

  • Microsoft .NET Framework 4
  • Microsoft XNA Framework 4.0 (Windows, Xbox 360 and Windows Phone 7*)

* Due to hardware limitations and limitations of the XNA Framework, Windows Phone 7 does not support all features listed below.

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
  • Billboards, particle effects, lens flare effects
  • Orthographic and perspective cameras
  • Various light types: ambient, point lights, directional lights, spotlights, projector lights; supporting projected textures
  • Different fog types such as distance fog and height fog
  • 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 (including source code) supporting diffuse maps, specular maps, normal maps, opacity masks, emissive maps, etc.
  • 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")
  • Various shadow types: filtered shadow maps, omni-directional shadow maps, cascaded shadow maps
  • Optimized rendering through state sorting and hardware instancing
  • Debug rendering 

Post-Processing

  • Image processing: Color grading, sharpening, unsharp-masking, saturation, sepia, noise
  • 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

And more...

For a detailed list of features and more information, have a look at the Online Documentation.

Download

The latest version, including documentation and sample projects (with source code), is available for download:

Download Area

Documentation

The download package includes the full MSDN-style documentation.

The documentation can also be viewed online:

Online Documentation

Images

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Here are a few screenshots of example applications that are included DigitalRune Particles.

  • Deferred Rendering Example
  • Particle Effects
  • Comparison: Normal Particles vs. Soft Particles
  • Height Fog
  • Depth of field effect
  • Motion Blur
  • Color grading example
  • Rendering inside a WPF window
  • A model and its bounding shapes