REAL-TIME 3D CLOUDS
With SilverLining™, you can add realistic 3D clouds to your outdoor scenes – while still maintaining real-time framerates. These are truly 3D clouds that may be flown around and through with accurate effects and lighting.
LIGHTING, LIGHTNING, AND STRATUS DECKS
Our clouds are integrated with SilverLining™’s outdoor lighting simulation in order to provide cloud lighting with a physical realism that has never before been seen in real-time rendering applications.
SHADOWS, PERFORMANCE AND WIND
All cumulus clouds generate shadow maps as a by-product of their lighting computations. This shadow map is exposed to the application for use in shadowing your terrain or other world objects, along with the required transform matrices to use it.
OUTDOOR SCENE LIGHTING ENGINE
Your outdoor scenes include more than just the sky and clouds. SilverLining™ can help you accurately light everything else.
新版特色
Our latest version of SilverLining, 2.18, contains updated OpenSceneGraph samples. These new samples are compatible with the newly release OpenSceneGraph 3.0.0, allowing you to add SilverLining’s sky, clouds, and weather effects to your OSG 3.0 application.
These updated OSG samples also include an improved projection matrix callback, which substantially improves the calculation of the near and far clip planes when SilverLining’s atmospheric limb is enabled with the “enable-atmosphere-from-space” config setting. If you had problems with depth buffer precision or the near clip plane being pushed too far out and clipping objects close to the camera under these conditions, this update will help.
系統需求
Requires Windows 2000, XP, Vista, or newer, and a graphics accelerator that supports OpenGL 1.2 or better.
The Triton Ocean SDK™ provides a unique feature set for fast, real-time rendering of bodies of water.

Triton adapts to the system you’re on, taking advantage of any parallel computing abilities it can find. It will make use of general-purpose GPU (GPGPU) technologies to accelerate the simulation of thousands of waves at once, hooking into CUDA, OpenCL, or DirectX11 Compute Shaders (DirectCompute) capabilities exposed by your system’s drivers. Where possible, the simulation of ocean waves is done entirely on the GPU, from the fast-Fourier transforms (FFTs) that simulate the waves all the way to generating and shading the ocean’s mesh. On systems that don’t expose supported GPGPU capabilities, we fall back to using Intel’s Integrated Performance Primitives library and OpenMP to take advantage of multi-core and parallel CPU’s on your system. The result is thousands of waves being simulated at once, at hundreds of frames per second on modern hardware.
Unlike other water rendering technologies, Triton is fully compatible with round-Earth, geocentric coordinate systems. Whether you’re using an ellipsoidal WGS84, spherical, or flat coordinate system, Triton will render infinitely large bodies of water that will match up with the rest of your Earth model, viewable from any altitude without loss of performance.
Not just eye candy, Triton can provide accurate visuals to match a set of given environmental conditions. A collection of wind fetches may be passed into Triton, allowing it to produce wave heights and motion consistent with any wind speed and direction. Alternately, Triton will take a given Beaufort scale number, and automatically produce ocean visuals to match it.

Using Triton won’t tie you to a single 3D engine; it integrates easily with any engine built on top of OpenGL 2.0, OpenGL 3, OpenGL4, DirectX9, or DirectX11. We provide integration examples for the popular OpenSceneGraph and Ogre 3D engines as well. Pre-built libraries for 32 or 64-bit projects with Visual C++ 2008 or 2010 are provided with the SDK.
Like SilverLining, Triton will integrate into your game, simulation, or training application with just a few lines of code. Just initialize a few objects, update Triton with your scene’s camera and lighting properties, and draw our Ocean object each frame. Triton also offers hooks into your own environment cube maps for more accurate water reflections, and exposes its underlying shader objects and source to the application so you may customize them as needed. Hooks into custom memory managers and resource managers are also there for you if you need them. You’ll find extensive documentation with the SDK with a detailed programmer’s guide and API reference, as well as sample code for OpenGL, DirectX9 and 11, OpenSceneGraph, and Ogre.

Triton doesn’t look good from just a small set of viewpoints – any altitude may be visualized on a truly infinite ocean without impacting performance or visual quality. We use a projected grid technique to ensure geometry is used optimally, with every polygon using a fixed amount of screen space regardless of the camera position or angle – it’s nearly a perfect level of detail (LOD) scheme. Tiling artifacts that plague other FFT-patch-based techniques are mitigated with the application of Perlin noise as distance from the camera increases. When you’re up close to the water, 3D waves complete with foam effects are in front of you.
Triton also supports above-water and below-water visibility effects, allowing you to match the rendering of the objects in your scene with the visibility of Triton’s water surface.
系統需求
Requires Windows XP, Vista, Windows 7, or newer, and a graphics accelerator that supports OpenGL 2.0 or better.