MetaVR VRSG real-time scene of an A-10 entity in flight over virtual Buckley Air Force Base and Greater Denver, featuring airfield lighting, and in the background, the cultural lighting of Denver. For simulating night scenes, the terrain contains thousands of cultural light points of Buckley AFB, Aurora, and Denver.
MetaVR VRSG lighting features include:
- Full-featured, high performance light points.
- High performance light lobes with per-pixel axial and radial attenuation.
- Dynamic lighting.
VRSG supports full-featured light points. Light point processing runs entirely in vertex shader programs downloaded to the graphics chipset, affording exceptional performance. You can expect as much as 20,000 omni-directional light points or 13,000 directional light points per frame at 60 HZ. VRSG light points were developed with input from subject matter experts, such as commercial and military pilots.
VRSG provides realistic light lobes that yield per-pixel radial attenuation and per-vertex axial attenuation. VRSG light lobes are flexible enough to support landing lights, taxi lights, headlights, and searchlights. VRSG can render potentially thousands of lights. You can fully characterize the light lobe radial profile in two dimensions using a texture map. VRSG light lobes do not require multiple database render passes or hardware that can store alpha information in the frame buffer. Instead, VRSG light lobes are rendered single-pass, which results in minimal performance degradation when enabling a light lobe. No drastic impact on fill rate or geometry processing penalties is incurred when enabling light lobes.
VRSG supports a highly optimized dynamic lighting pipeline, which uses per-vertex color, blended with per-polygon material, combined with ambient lighting conditions and directional light sources for efficient and convincing dynamic lighting effects.
MetaVR real-time scene of light lobes and emissive lighting on the geospecific virtual terrain of Hajin, Syria.