Features

 

The following is a list of Features implemented in the current version of Iupiter. To view the change log, please click here.

  • Highly optimized scene graph that includes geometries, lights, cameras and any other object of the scene
  • Bounding volumes: bounding spheres and axis aligned bounding boxes
  • Object Partitioning System based on a sphere tree
  • Spatial Partitioning System based on an octree
  • Collision Detection using bounding volumes, Object Partioning System and Spatial Partitioning System
  • Advanced material system
    • fully support of the OpenGL Fixed Pipeline to ensure the best backward hardware compatibility:
      • per vertex Blinn shading
      • dynamic and static cube environmental mapping
      • cartoon shading
      • DOT3 bump mapping
    • full support of the OpenGL Shader Language (GLSL) to realize stunning effects
      • per pixel Blinn and Phong shading
      • bump mapping
    • composite material with support for multi-pass effects and multimaterial
  • Render To Texture support for 2D textures and cube maps
  • Support of mipmapping, multitexturing and cube environmental mapping
  • Image loading based on DevIL library and AWT: support all common image formats (BMP, JPG, TGA, PNG, DDS and so on)
  • Fully dynamic lighting system
    • support for light zone and attenuation with bounding sphere approximation
    • support for multiple directional and omnidirectional lights
    • volume shadows based on stencil shadows
      • z-pass algorithm
      • z-fail algorithm
      • hardware accelerated via vertex shader algorithm
  • View Frustrum Culling to increase the performances
  • Picking System with per triangle and per volume accuracy
  • Animation System based on key frames and Fuze3D Character Animation (a Java Cal3D implementation)
  • Scene loading from ASE and 3DS files
  • Support for hardware accelerated GUI and console
Future Features

 

The following is a list of Features will be implemented in the future versions of Iupiter.

  • Support for OpenAL
  • Support for shadowing with spot lights
  • More extensive GUI support
  • Portal Rendering via software and occlusion queries
  • Particle System
  • Many more materials: water, reflections, clouds system and so on
  • Soft shadowing
  • More model loading formats