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PolySynth Software Rendering Demonstration II

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Uploaded by on Jan 17, 2010

PolySynth is a real-time 3D software renderer for Windows. This demonstration shows the programmable shading capabilities of the engine, with per-pixel lighting, specular highlights and environment cube-maps. The engine was written in C++, and uses a combination of multi-threading and SIMD optimizations to achieve playable frame-rates at high resolutions. More information is available here: http://www.richm.ukshells.co.uk

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Uploader Comments (dilatube)

  • hey, thanks a lot for the comments. yes, it supports bilinear and trilinear filtering with mipmaps. it should be playable on old processors if you choose a low resolution.

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  • Slight improvement due to some simple z-buffer optimizations, in order it now goes 135, 85 and 30 fps. But thats with gouraud shading, i want per-piixel like you, but i dont think ill manage that in realtime :(

  • My 'benchmarks' were at 1600x1200 fullscreen btw.

  • Software per-pixel lightning in realtime, that's just amazing!! I'm not even sure wether my software render could do gouraud in realtime for a scene like this. For 1 5k triangle bunny it renders at 100fps, 4 of them at 50fps, and 24 of them at 20fps :(

    This is just amazing, how did you managed to do this? A lot of SMID optimizations? Mine is made in C# so i cant use (or rather, force it to use) SMID.

  • NO WAAAAAAAYYYYYY! Does this have linear mipmapping? If so, there's only one more thing you need to change- make it not block older processors please. 5 FPS is OK with me. This is awesome! Are you planning on turning into an API or game engine of some sort? The graphical quality is way out there.

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