Vega Prime Effects
The Vega Prime Effects module is a cross-platform and extendable development environment that delivers the functionality required to simulate a wide variety of special effects in real-time 3D applications. All effects can be accessed, modified, and added to an application using either the LynX Prime GUI configuration tool or directly through the API. Vega Prime Effects also allows you to customize the display, timing, triggering, and performance characteristics of effects within scenes by pre-defining and adjusting a number of visual attributes.
Offering optimized rendering that is fully customizable and scalable, Vega Prime Effects allows you to easily construct and customize particle special effects. Configurable attributes include velocity, gravity, particle size, and particle life span. In addition to building customized special effects, you can leverage immediate access to pre-defined and optimized effects within any Vega Prime application. And, the combination of a GUI configuration tool, including “wizards,” and advanced API functionality provides an infrastructure ideally suited for quick and easy creation and deployment of real-time 3D applications.
Vega Prime Effects features the following special effects:
Vega Prime Light Lobes
The Vega Prime Light Lobes module provides realistic illumination effects to Vega Prime applications at real-time performance rates. This cross-platform and extendable development environment uses a unique analytical technique to create realistic scene illumination without incurring the negative effects normally associated with per vertex hardware lighting and traditional projected texture techniques. Supporting a large number of light lobes at real-time frame rates as well as user-definable and customizable light types, Vega Prime Light Lobes is ideal for the quick and easy creation and deployment of real-time 3D applications.
Vega Prime Light Lobes is ideal for applications in which the observer is near the source of the illumination, such as the pilot of an aircraft. The technique used to render the light lobes works on any hardware that supports OpenGL 1.2 or higher and neither multi-texture nor alpha planes are required. The Vega Prime Light Lobes module allows you to realistically illuminate a scene at all simulated times of day and to define the shape and color of the light. The light is attenuated based on the distance from the light source to the ground, as well as from the ground to the observer. This innovative approach enables you to use a virtually unlimited number of light lobes within an application.
Vega Prime Light Lobes maximizes your performance by requiring minimal draw time and offers a C++ STL-compliant architecture for fully customizable and scalable optimized rendering. The following features are included in this module:
The Vega Prime Camera module enables you to simulate color or monochrome video or optical devices used on any type of surveillance vehicle or closed circuit video system. Supporting a comprehensive set of effects, Vega Prime Camera is the ideal solution for applications involving homeland security, driving simulation, UAV/UGV, security training, and emergency response.
All effects are user configurable and utilize hardware shaders for high performance, and Vega Prime Camera is available for the Windows and Linux operating systems. Effects can be combined as needed and can be easily added to any Vega Prime scene through either the LynX Prime GUI interface or through the Vega Prime API.
Vega Prime Camera offers the widest range of camera effects available, including:
Full support for flat and round earth coordinate systems.
Effects can be defined so that they illuminate the geometry in the scene around them and are also automatically and appropriately affected by time of day and scene illumination within the application.
Texture animation can be based upon the targeted frame rate or accurate timing relative to true frame rate.
Custom particle effects can be easily defined, particle systems are inherently managed per channel, and fully configurable particle systems can assign effect geometry to be built in the cull or draw stage.
Support for the triggering of effects through intersections with bounding volumes; collision with bounding domains can also be specified so that particles can bounce off walls or other objects.
Includes such commands as hard stop and fade out while emitting new particles; in addition, no new particles are emitted after a specified time and all active particles fulfill their life cycle.
Accurate placement and representation of objects and terrain within large scenes.
Includes fall-off, fade range, spread angle, brightness, and texture.
Control light lobes through LynX Prime or dynamically at runtime through the API.
Produce optimal realism for each camera effect.
Allows previewing of effects for rapid prototyping and refinement.
Simulate video or surveillance devices, including color or monochrome video cameras, security cameras, and UAV or UGV mounted video devices.