Company type | Limited partnership |
---|---|
Industry | Video games |
Founded | 2005 |
Founder | Chris J. L. Doran |
Headquarters | Cambridge, Cambridgeshire, England |
Key people | Chris J. L. Doran (COO) Gary Lewis (CEO) |
Products | Enlighten |
Number of employees | 25 (2010) [1] |
Website | Geomerics.com |
Geomerics was a software company based in Cambridge, UK, that specialised in creating lighting technology for the video game industry.
The company's main product was Enlighten, software code that calculates indirect lighting ("radiosity") in real-time for live action games running on systems such as the PlayStation 3, PlayStation 4, Xbox 360, and personal computers. The company licensed this code to game companies for incorporation into their proprietary rendering engines. [2] [3] [4] [5] The software was ported to Nvidia's CUDA platform in 2011. [6]
The first system to incorporate the middleware was the Frostbite 2 engine, [7] created by the EA DICE studio, used in Battlefield 3 (2011) [8] and Need for Speed: The Run (2011). [9] Enlighten has also been licensed for a variety of other titles, [10] including Eve Online , [11] has an integration for Unreal Engine 3 & 4, [12] [13] and was built into Unity from version 5 to 2020 LTS. [14] [15]
Advanced real-time global illumination system Enlighten has since become property of and is further developed by Silicon Studio. [16] [17] [18]
The company was formed by Angle PLC [19] an LSE listed company (LSE:AGL) in 2005. The project was led by Chris J. L. Doran as a spin out from Cambridge University. [20] Its chief executive included Gary Lewis, [21] who prior to joining the company was the Global Chief Operating Officer at Take 2 Interactive in New York. [22]
The development of Enlighten started in 2006 and saw major distribution with the release of Battlefield 3 in 2011 and updates to ongoing massively multiplayer online game Eve Online . [23] According to the company, "Enlighten's revolutionary technology ensures that, for the first time, lighting can be updated in real time, in game, on today's consoles." [9]
In December 2013 ARM, a Cambridge-based mobile CPU and GPU designer, acquired Geomerics, "for a number of reasons but foremost was Enlighten, Geomerics' award-winning technology for real-time lighting" said Dennis Laudick, ARM's vice president of partner marketing. [24] The terms of the deal were not made public. [25]
In July 2014, Geomerics was awarded £1 million from the United Kingdom's Technology Strategy Board (TSB) to take the company's real-time graphics capabilities from computer gaming to film-making. [26]
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
Enlightenment or enlighten may refer to:
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms, which handle all types of light paths, typical radiosity only account for paths which leave a light source and are reflected diffusely some number of times before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints.
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term "software engine" used more widely in the software industry.
Unreal Engine (UE) is a series of 3D computer graphics and game engines developed by Epic Games, first showcased in the 1998 first-person shooter video game Unreal. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has been adopted by other industries, most notably the film and television industry. Unreal Engine is written in C++ and features a high degree of portability, supporting a wide range of desktop, mobile, console, and virtual reality platforms.
RenderWare is a video game engine developed by British game developer Criterion Software.
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PhysX is an open-source realtime physics engine middleware SDK developed by Nvidia as a part of Nvidia GameWorks software suite.
High-dynamic-range rendering, also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models.
In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.
SpeedTree is a group of vegetation programming and modeling software products developed and sold by Interactive Data Visualization, Inc. (IDV) that generates virtual foliage for animations, architecture and in real time for video games and demanding real time simulations.
Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a Mac OS X game engine. The engine has since been gradually extended to support a variety of desktop, mobile, console, augmented reality, and virtual reality platforms. It is particularly popular for iOS and Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development.
Ubisoft Anvil is a game engine created by Ubisoft Montreal and used in the Assassin's Creed video game series as well as other Ubisoft games. The engine is used on Microsoft Windows, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Wii U, Xbox 360, Xbox One, Xbox Series X/S and Stadia. Ubisoft Anvil is one of the primary game engines used by Ubisoft along with Disrupt, Dunia, and Snowdrop.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering in 1988.
Umbra is a graphics software technology company founded 2007 in Helsinki, Finland. Umbra specializes in occlusion culling, visibility solution technology and provides middleware for video games running on Windows, Linux, iOS, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, handheld consoles, and other platforms. In 2021, Amazon acquired Umbra.
Corrinne Yu is an American game programmer. She has worked on games including King's Quest, Quake II, and Halo 4. Her engine work included Unreal Engine 3, Microsoft's Direct3D Advisory Board, and CUDA and GPU simulation at Nvidia. She has also designed accelerator experiments for nuclear physics research.
Silicon Studio Corporation is a Japanese computer graphics technology company and HR services provider based in Tokyo. As a technology development company, Silicon Studio has produced several products in the 3D computer graphics field, including middleware software, such as a post-processing visual effects library YEBIS, real-time global illumination technology, such as Enlighten, and Mizuchi, a physically based rendering engine. As a video game developer, Silicon Studio has worked on many different titles for several gaming platforms, most notably, the action-adventure game 3D Dot Game Heroes on the PlayStation 3, the role-playing video games Bravely Default and Bravely Second: End Layer on the Nintendo 3DS, and Fantasica on the iOS and Android mobile platforms.
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