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 GROME PROGRESS UPDATE « View previous topic :: View next topic » 
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ALicu
PostPosted: Sat Sep 24, 2011 9:51 am    Post subject: GROME PROGRESS UPDATE Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hello everyone!

Here we will try to keep you posted with our progress with Grome developing.

We are glad to announce you that lately we've been busy working on a new version update, Grome 3.1, which will be free for all the existing clients. This build should be ready in about 1 month (we are still doing final testing and updating the documentation and the site pages).

Some of the most important features you will find in the new build are:


- You can organize your objects per layers as any other editor data. Hide/show, delete, move, all the operations on layers are now available for objects too.

- You can now write your own materials and shaders for objects. Shaders are written in OpenGL Shading Language. You can even have custom shader parameters exposed in Grome UI for the user to change. Documentation has various tutorials exemplifying the entire process.

Improvements

Significant memory and speed improvements to various terrain tools, undo system, disk access, memory consumption. We've improved terrain geometry data consumption with about 25-30% (less memory occupied). Undo system now is using the scratch disk more efficiently, using more compact files.

Flowmap operations greatly improved (10x to 20x speed gain, yes it is not a typo). We've been implemented a new way of organizing our large terrain data (sparse image sharing data in RAM and on disk). This means that Flowmap erosion, MaskGen and ColorGen using flowmaps, Flowmap select and others tools have significant speed increase and less memory occupied.

UI Changes:

Improvements to the package browser:
- The browser has now a name filter so you can quickly show only some of the resources based on their name.
- Possibility to render in the same view multiple levels of folders. This together with the name filter can be used to quickly find resource in entire collections and folder hierarchies.
- Package browser options moved in a separate window to make room for the name filter and to make its UI simpler.

You can now assign material layers with texture resolutions based on the scene scale (as units per pixels) so the resolution is constant across zones of different sizes.

You will also find the UI of various tools change a little as new parameters were added.

Minor UI changes to the layers view.

Tools:

- Objects spawn tools improvements: live preview for objects brush, pick mode for object spawn, better random placement for objects brush.
- New cell mode for Terrace tool.
- New parameters for FLErosion tool for better control. New presets for the tool.
- Zone create tool can now use an existing terrain zone as a template when creating new zones.
- New Manipulate tool so you can change the material layers UV scale, rotation and offset using gizmos.

Rendering:

- Improved simplified mesh support: rendering of terrain meshes directly inside Grome with customized LOD distances.
- Terrain pixel lighting using normalmaps inside Grome viewports.
- New terrain layer pixel lighting material (with specular maps, glossiness and various other parameters).
- New pixel lighting material for objects with various parameters exposed in the UI.
- Possibility to create custom LOD chains with their own materials. This allows the user to overwrite the built-in materials for external object formats (e.g. assign complex GLSL shader to a Collada object).

SDK and Plugins:
- Improvements to Collada exporter: export of stitched simplified meshes, parameter change geometry winding, option to remove terrain zones texture seams caused by bilinear filtering.
- Improvement to OSG exporter: export of simplified meshes and new parameters.
- Various new addition to SDK interfaces.

Integration with Engines:

- Graphite engine (our terrain middleware) was updated with all the new Grome features and now offers new lighting and shadowing methods. We will post a separate announcement about its new version.

- Integration with Unity3D will be made public in short time (after the new Grome version). This includes a series of new tutorials how to get terrain from Grome inside Unity3D and usage of this terrain even on iOS platforms.


With time we will add more posts here with our progress.

Kind Regards,
Adrian L.
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ALicu
PostPosted: Wed Oct 12, 2011 9:28 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hello,

The new Grome 3.1 version was uploaded on the site. Existing users have access to this new version for free (by login and then by selecting Available Services).

The new features are detailed here:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=Editor/gr_whatsnew_31

A new updated demo can be downloaded from here:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_demo

We will keep you posted with our progress.

Kind Regards,
Adrian L.
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ALicu
PostPosted: Sat Oct 22, 2011 5:28 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hello,

As you probably know, this week we've posted new tutorials showing integration of Grome terrain into Unity3D engine:

http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=Editor/ForEngines/editor_unity_ios

These tutorials show various optimization methods you can apply to terrain for usage on lower end platforms (e.g. on iOS mobile hardware) using tools introduced mainly by Grome 3.0 and 3.1 (simplified meshes, baked textures etc).

In the next period we are working to release a new version of Graphite, our outdoor rendering library. So expect version 3.0 of this engine soon with lots of new features.

Kind Regards,
Adrian L.
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ALicu
PostPosted: Wed Feb 29, 2012 10:19 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hello,

In the last few months we've worked on both Grome (editor) and Graphite (engine).

On Grome front, we've added support for new formats. The main addition is support for OpenFlight, a very popular format especially with simulation industry. Loading of entire OpenFlight scenes and browsing and usage of OpenFlight meshes is implemented. Grome scene can also be saved back to OpenFlight with some restrictions. Any clients interested in this format please contact us. We may be able to provide builds with this format activated.

We've also worked to improve support for OpenSceneGraph engine. Now export is capable to save optimized simplified meshes for terrain. This should improve the speed of exported OSG scenes considerably.

Integration with Gamebryo engine is also available. We have series of tutorials and source code for anyone interested (contact us for details).

We've also started to modify the internal representation of data for Grome terrain. The end result we are looking for is a more convenient way to expose Grome swap system. The ideal solution would be working on a very large terrain without the need for manual swapping/unswapping of data. These modifications will also help us to transition to multi core processing and GPGPU. But this is a long road ahead. Probably the results will be visible in the next major Grome release (4.0, for which we don't have a date yet).

On Graphite site, we have lots of modifications and these will be available sooner. Besides dynamic lighting and shadowing, ambient occlusion etc, lately we've also added support for occlusion culling (so objects and terrain occluded are not rendered), improved multi-threading support (mainly for background streaming) and also we've been working on deferred shading. The new Graphite 3.1 version should be posted in few months.

Kind Regards,
Adrian L.
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ALicu
PostPosted: Wed Apr 04, 2012 6:28 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi everybody!

We are currently preparing for the launch of the version 3.0 of Graphite engine. The new build should be ready in few weeks time.

There are lots of new features in this new version including support for many types of per pixel lighting shaders, dynamic shadows, occlusion culling etc.

Another important new feature will be texture virtualization. This will allow usage of textures as big as 130.000 x 130.000 pixels with dynamic streaming from disk. More details on this will be provided soon.

Company clients interested in a preview build please contact us for details.

Kind Regards,
Adrian L.
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