Inartis System
 
Products  Services  Purchase  Support  About Us  My Cart   


Our main goals since project inception are
   

State of the art support for advanced description of the 3D models database.

Scalable algorithms for fast and realistic rendering of scenes of an ultra-wide range of complexity. We want it best in class for models made of hundreds of polygons to multi billions of polygons.

No middleware libraries dependencies, this include 100 % 3D-APIs and OS independence (i.e. bypass OpenGL / Direct 3D). The key point here is to avoid entirely the infamous "Drivers' hell".

The renderer is the most critical part of any 3D engine. It is responsible to do all the computations required to produce pictures. It’s typical inputs are a description of the 3D model to be rendered and the observer’s data like viewpoint & view direction. Typical renderers found in 3D game engines or other real-time 3D graphics applications are made part of software running on classical processors and part of algorithms frozen in special purpose hardware known as « graphics processors GPU». We think that such a shaky architecture will not resist a long time the ever increased complexity of 3D models and features set. We strongly believe that the only way to not crash soon into a complexity wall is to bet on pure software renderers. We are committed to do our best to be a key player among these next generation renderers with Kribi 3D Engine.

The Kribi 3D Engine was designed from the start, more than 7 years ago, for best possible scalability with increased 3D models complexity. It has evolved continuously until now through steady software optimization & numerous refactoring of its program code for capitalizing on many new CPU features. Pictures that were taking hours to compute in early days of the Kribi 3D Engine are now generated at real-time frame rates, though with exactly the same field-tested core architecture.
Straight from the labs try these Kribi 3D Engine
on-line benchmark
Kribi Benchmark:
Skyline City »
38 M polygons
1 point light
( 5.409 Kbyte)
Robots »
49 M polygons
(1.294 Kbyte)
Koteks »
133 K polygons
4 point lights
( 207.8 Kbyte)
The Kribi 3D renderer now fully support the new  Intel® AVX (Advanced Vector Extensions) instructions »
Skyline City »
AVX disabled
Robots »
AVX disabled
Koteks »
AVX disabled

These benchmarks are designed to capture feedback. The release is non official therefore we do not recommend to rely on for any result.

Why Kribi 3D Benchmarking is so important?

The essential task in the final phase of the development of a 3D rendering engine, much like for a racing car engine, is tuning for the best possible performances on actual machines. After each small change in the program code, very precise timings show us the amount of speedup achieved (if any). For this purpose, we time with a stopwatch the rendering of a sequence of images, the laps of our racecourse.

For a given version of the Kribi 3D Engine, these timings can also be used to compare the performances of diverse computers, i.e. our stopwatch can be used as a benchmark application.

Since the first phase of the Kribi Engine V1.0 in Q'2001 we have released beta version of benchmarking software to a large group of betatesters, all around the world. In parallel with our most important task, enhancing the Kribi Engine has evolved following their remarks, many thanks guys!

Discontinued Benchmarks
 

Download the old
Adept Development KribiBench version 1.1

 
 

 
  Kribi 3D Engine
   
  Kribi 3D Player
  Get Kribi 3D Player
  License
  Plug-in test page
  Release Notes
  Resources
  Feature Lab
  Basic Concepts
  Getting Started
  Api's References
  Services
  Kribi 3D Designer
  Download 90 day Trial
  Compare and Buy
  License
  Release Notes
  Product Faq
   
  About Inartis
  Contact Us
   
   
   
   
   
 
 
This site in other languages : Italiano
Copyrights © 2010-2011 Inartis Systems Srl. | PRIVACY | TERMS OF USE