

Creating visuals for a next-gen photorealistic game? Find the right balance between accuracy and performance, tailored to your game’s scenes. Working with Computer-Aided Design (CAD) data? Focus on fidelity over frame rate.
A.t.o.m. render full#
You can use the replaceable hardware interfaces to take full advantage of future platforms as they are released. You can easily create, integrate, and optimize shaders and shader stages.
A.t.o.m. render code#
You can isolate and optimize without wondering about what the fixed code paths in the engine are doing to drive your frame rates into the gutter. You can work directly in JSON, or automate with your own scripts and code.

It’s a collection of different components that you can easily assemble, integrate with, and extend without all the messy glue and asserts and hours spent raging at the API documentation. What does that mean? It means that the Atom renderer isn’t a monolith.
A.t.o.m. render update#
If a developer wants to customize Atom even further, they can update the modularized C++ code and APIs and recompile just the components they’ve changed - not the entire renderer. It’s entirely data-driven, with almost every feature and configuration defined and managed through JSON files, reducing time spent in recompilation. Likewise, it is fully multi-threaded to support multiple parallelized workloads. The Atom renderer is designed from the ground up to be modular and easily customized. Modular and customizable for adaptive rendering To back that statement up, let’s take a peek into Atom’s forward-thinking approach and high-level details. It’s an Atom you can easily split: we built it to be modular with a data-driven design that facilitates customization and expansion to suit tomorrow’s rendering demands. The Atom renderer is designed to accelerate your creativity and innovation. Support for multiple platforms, including Windows, Linux, Mac, Android, iOS - with even more to come. Support for DirectX 12, Vulkan, and Metal. Support for Forward+ rendering right out of the box, and the infrastructure to readily add deferred rendering in the future.

Several SIGGRAPH technical papers’ worth of post-processing effects for movie- and game-industries to really “wow” their audiences. Interfaces for modern hardware-based effects to make next-generation, immersive video game environments. Ray tracing for manufacturers to accurately model their new products in realistically lit scenes. There’s global illumination for structural engineers and designers to incorporate into multifaceted lighting environments. So, we built an all-new graphics engine to provide the backbone for the future of Lumberyard visuals: the Atom renderer!Īt the highest level, the Atom renderer is a high-performance, physically based renderer capable of delivering all the latest and greatest graphics features that games and multimedia customers want to see in 2021 and beyond. And one that is more performant across a wide variety of scenarios, including and beyond gaming. One that supports the feature sets of modern GPUs. One that is far more modular and customizable. With the developments around modern 3D engines that showcase physically based rendering and ray tracing in gaming, as well as current demands from other industries with rendering needs - like detailed simulations for automotive and industrial applications, and high-tech special effects for motion pictures - we determined that our customers would benefit from a different kind of renderer. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customers’ ability to innovate and take advantage of new graphics techniques and hardware. Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team.įor over 5 years, Amazon Lumberyard‘s graphics engine has served our customers in fine stead.
