LIGHTSMARK

Realtime global illumination

Before Lightsmark, realtime global illumination was limited to small scenes, small resolutions, small speeds, specially crafted scenes with handmade optimizations. Lightsmark breaks all limits at once, running in reasonably sized scene (220000 triangles) in high resolution (1920x1200) at excellent speed (300+fps). Lighting is computed fully automatically in original unmodified scene from 2007 game World of Padman.





What's new in 2008

faster engine (up to 3x higher fps, so scores are different) increased realism (per-pixel indirect shadows and color bleeding) Linux support (was Windows only) native 64bit support (was 32bit only) all GPUs use the same render path (in 2007 they didn't due to driver bug) minor rendering fixes (sun's shadow, robot's back faces)

Frequently asked questions

backend ?

backend 1024x768 window

backend ?

src/Lightsmark2008/Lightsmark2008.cpp

Troubleshooting

\Users

ame\AppData\Lightsmark 2008

Requirements (quite small)

Windows XP/Vista (32bit, 64bit) or Linux (32bit, 64bit) [not included but working: Playstation 3/Linux]

OpenGL 2.0 compliant GPU with at least 32 MB RAM NVIDIA GeForce 5200-9800, 260-280 (partially GeForce Go, Quadro) with July 2008 or newer drivers!

(partially GeForce Go, Quadro) with July 2008 or newer drivers! AMD Radeon 9500-9800, Xnumber, HDnumber (partially Mobility Radeon, FireGL) with July 2008 or newer drivers!

512 MB RAM

100 MB free disk space

x86/x64 CPU with SSE

installer requires .NET framework, multiplatform archive doesn't

License

Shortly what does it mean: you can use it in product reviews/comparisons, modify source code e.g. to send results to your web, release new versions etc.





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