Lightsprint SDK available for Eval

I’ve always been fobd on trying to get Lightsprint (older versions) running on my now ubiquitous rig. After reading up that Lightsprint had been liscenced I went back to take a better look at their lighting middleware. The new SDK is now available for evaluation unfortunately for people like me, you need a company name to represent you. Although I will try and approach the situation in academic terms and see what they have to respond to that.

For those people, they kindly made another demo showcasing Lightsprint’s capabilities. If you’re still wondering what I’m talking about Lightsprint is a lighting tool that allows you to integrate global illumination into your engine and game. The list of features can be seen here.

Now the demo they release, you can use to benchmark on your PC. My system at the moment runs on AMD Athlon 64×2 4400+, 2GB of Ram and a 7900GT, my average fps was 78.9. It never went below 32 fps and I ran the benchmark on max monitor res 1280×1024. Lighting on other engine such as Crysis and Unreal uses approximations for dynamic lighting.
Lightsprint allows you to run realtime global illumination in a dynamic environment and well if you check out the demo, it’s highly optimised. You can get the demo from the Lightsmark page linked at the bottom of this post.

For those just lazy enough you can check out this youtube video.

Groovy japanes tune.

Also another Lightsprint demo showcasing how colour bleeding in global illumination lighting can change everything. Its apparent here that colour bleeding provides a realistic lighting model and has become more important. It’s all in realtime.

Links:
- Lightsprint SDK
- Lightsmark

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Ron

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