- NVIDIA GRID
- Quadro VCA
- NVIDIA DRIVE
- 3D Vision
- About NVIDIA
The SceniX scene management engine is an established solution in its sixth release as a cross-platform, object-oriented programming solution for software developers to quickly create interactive OpenGL applications having the highest degree of interactive performance and realism. Unlike most scene graphs, SceniX was designed around shader usage and renderer independence for applications requiring high image quality and the flexibility to share shaders via CgFX. SceniX also includes mature support for interactive ray tracing using OptiX, and the RTFx ray tracing effect interchange format.
The SceniX engine quietly powers many of the most demanding 3D graphics applications in use today, and is freely available for incorporation within your OpenGL and/or ray tracing applications on either Windows or Linux.
Images courtesy of Realtime Technology AG (RTT) and Autodesk.
Version 6 enables existing and new SceniX applications to now quickly take advantage of:
SceniX has proven to be a reliable underpinning for applications serving markets needing to analyze 3D data, make decisions, and convey design in real-time, such as Styling, Visualization, Retail, and Broadcast Graphics. The engine is extensively documented and provides a comprehensive set of classes that are easily combined and extended to create custom, GPU-centric graphics applications. SceniX also includes a sample viewer application and numerous tutorials, with source code, to learn how to use SceniX features quickly and effectively. A complete list of SceniX capabilities and system requirements is available here.
Within NVIDIA SceniX you will find numerous sample applications, including the SceniX Viewer which demonstrates nearly all the possibilities of the SDK. SceniX capabilities can be examined within the SceniX Viewer by exploring scenes imported from COLLADA, OBJ, VRML, 3DS or OpenFlight formats. Also included are samples for interactive ray tracing and integrating physics, audio, stereo, skinning, animation playback, frame-based rendering, and cluster rendering.