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What technology is Kribi 3D Engine based on ?

The Kribi 3D Engine is a multi-tread 3D Engine entirely software, which use only standard features of the CPU industry. The engine is completely self-contained and does not depend on other libraries and 3D Graphic API.

The Engine is Designed for advanced
 interactive applications consistingof a large amount of elements at high image quality, is a 3D Renderer with hybrid technology, without choosing one technology or another, we took the best ideas from Rasterizers and Ray Tracers.

All physical and logical processor cores on the target computer are used for the rendering. The  tasks distribution to all computing resources is perfectly balance, therefore Kribi 3D has a high scalability to the increase in the CPUs number.

Furthermore The core engine is designed in native C++, without any specific dependence on other APIs, facilitating a portability to any system or hardware platform that can even be executed on embedded systems without a dedicated graphics card.
 
Kribi Player Straight from the labs
  Try these Kribi 3D Engine on-line benchmark:
Skyline City »
38 M polygons
1 point light
( 5.409 Kbyte)
Robots »
38 M polygons
1 point light
( 5.409 Kbyte)
Koteks »
38 M polygons
1 point light
( 5.409 Kbyte)
The Kribi 3D renderer now fully support the Intel® AVX (Advanced Vector Extensions) instructions »
Skyline City »
AVX disabled
 
Robots »
AVX disabled
 
Koteks »
AVX disabled
 
  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.
   
 
Why choose Kribi 3D over other systems ?
 

Unique Code base

Software development is complex enough as it is to avoid having to deal with multiple programming models and handling the code of various generations of hardware, APIs, and drivers from the same manufacturer: a burdening waste of time and money. Moreover, to complicate matters, there is a difference of a “factor 100" in performance between the high-end and low-end of the Hardware.

Kribi 3D is a unique code base that runs on a highly standard and mainstream platform, unlike the scattered pieces of various technologies developed by different manufacturers. This provides many advantages, such as the same visual results across all platforms, easy product development and compatibility with all system configurations, even not recent hardware.

A technology in touch with market trends

Kribi 3D follows from many years the future market trend: there are fewer differences between the architecture of the multicore CPUs and GPUs of each new generation. Every stage of the GPU graphics pipeline is becoming programmable; there is a convergence between CPU and GPU that will bring the future rendering engines to rely completely on software.

Simplified software development and maximum productivity

The high-level Kribi 3D API commands are designed to facilitate and maximize the productivity of Web Designers and Programmers in the development of new applications and the integration of the existing ones, without any specific knowledge of 3D geometry.

The Kribi 3D Player API provides a set of tools, commands and parameters to control each element in the 3D environment, from the simple rotation of a 3D object to the complete manipulation of objects, the drag and drop functions of objects and materials, lighting control, the materials and textures achievement, and many other functions.

Kribi 3D Player integrates seamlessly with the Javascript and Ajax code to complete the functions of your Web applications and the .Net platform for developing desktop applications.

 

Continuous innovation and evolution made easy

Kribi 3D is constantly evolving, official revisions are released at regular intervals with the introduction of technological innovations and new features, according to market demands.

A steady investment is made on research and development for speed optimization, moreover, when new CPU features and improvements are available, the code is immediately updated to exploit the new hardware. An example of this is the recent introduction of AVX technology that was fully supported within a couple of weeks after the release of the first CPU with AVX.

The implementation cycle of new features is shortened: The same day of the release of a new version of Kribi 3D you can immediately use the new features without having to achieve specific code for each hardware or driver version, or waiting until the graphics libraries are updated with the new features. Kribi 3D works immediately with maximum compatibility across all PC base installations.

High visual quality and performance

All professional 3D interactive graphic applications, from simple presentation of a product to the most complex industrial assembly scenes, require the highest visual quality and high performance. The Kribi 3D Engine is closer to high-end 3D photorealistic rendering software, with an incredible rendering speed.

Avoiding Drivers and updates nightmare

Hardware Rendering is a complex combination of software running on the CPU (application code, APIs, device drivers), specific fixed hardware functions of graphics cards and software running on the graphics card (vertex raster and pixel shaders).

The distribution of new versions of Kribi 3D and its technical support are made easy. The new release of Kribi 3D are immediately operating without any need to download a driver patch, to upgrade the hardware or the operating system because a particular feature is not available on the used system, or is not supported by the hardware. Not to mention that the installation of new patches, drivers or software versions could break the compatibility and stability with other applications in use.

   
What are the advantages of entirely Software Rendering?
 

CPUs are already fantastic graphics chip

Rendering software uses fast hardware; most current entry-level CPU, in our opinion, are already fantastic graphics chips that mesh perfectly with Kribi 3D technology. Forthcoming CPUs will be even more fantastic (Intel AVX 2, the FMA instruction set, Gather Instructions support and the support of larger vectors up to 16 or even 32 elements).

Same appearance of the rendering across all PCs

Higher fidelity renders from original files mean a 100% consistent appearance resulting in renderings which are exactly the same on all target PCs. There are no varying results depending on the hardware or graphics API implementation, saving precious time and money for the design and testing on multiple systems.

 
 

Unlimited textures and materials

Unlimited textures and materials

All CPU cores used at every stage of the rendering

A perfectly balanced distribution of tasks to all CPU computing resources, contrary to processor-specific graphics hardware (such as texture units, raster operation units, and shader cores) which is often unused during certain stages of rendering. In the case of a complex city scene less than 5% of CPU time is used to calculate the textures, so if the same scene was calculated on the specific graphics Hardware using Texture Units they would remain almost unused; it would be more effective having more calucating units at your disposal.

 
 
 
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