Reality Lab
Reality Lab was a 3D computer graphics API created by RenderMorphics to provide a standardized interface for writing games. It was one of the main contenders in the realtime 3D middleware marketplace at the time, alongside Criterion Software's RenderWare and Argonaut Software's BRender.[1]
Reality Lab was a scene graph API providing real-time rendering that would run with acceptable performance on graphics cards or the host computer's CPU.[1]
Founded in 1992 by Servan Keondjian, Doug Rabson and Kate Seekings, RenderMorphics was purchased by Microsoft in February 1995[2] and Reality Lab formed the basis for Direct3D.[3] Microsoft's acquisition statement of RenderMorphics contained a description of Reality Lab:
RenderMorphics' flagship product, Reality Lab(TM), provides high-performance 3-D graphics technology for a variety of personal computer-based games and multimedia applications. Reality Lab has been acclaimed by a wide range of developers, including Autodesk, Creative Labs, Kaleida Labs and Virgin Entertainment.[4]
Architecturally Reality Lab was then separated into a low layer immediate mode API and layered upon it the original scene graph API which was afterwards called retained mode API.[5] Direct3D shipped for the first time in the DirectX 2.0 SDK in June 1996.
See also
[edit | edit source]References
[edit | edit source]- ^ a b Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Qube Software Archived 2007-07-07 at the Wayback Machine - Servan Keondjian and Doug Rabson founded Qube after leaving Microsoft.
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
- Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value). Covers the early years of DirectX development within Microsoft, including the acquisition of RenderMorphics.