Press Release
- 2004
ATI’s Latest Release of RENDERMONKEY™ Development
Tool Supports OpenGL® Shading Language
Tool Improves Shader Development Workflow
Wednesday, March 24, 2004
GDC, San Jose, CA – ATI
Technologies Inc. (TSX: ATY, NASDAQ: ATYT) has added full support
of the OpenGL® Shading Language to the
latest version of its hardware independent shader development
tool, RENDERMONKEY™. Designed to bring artists and programmers
closer together during the shader development process, RENDERMONKEY
1.5 builds upon the previous version, which was downloaded over
100 000 times, to feature implementation of the OpenGL® Shading
Language, workflow improvements and the addition of the RENDERMONKEY
SDK.
ATI is committed to supporting industry standards, such as Microsoft’s
DirectX® High Level Shading Language (HLSL) and OpenGL® Shading
Language because they make it easier for artists and developers
to incorporate advanced effects into their work. The shading
language standards enable developers to leverage their efforts
across a wide variety of platforms and operating systems, while
creating increasingly complex visual effects. ATI and 3Dlabs’ collaborative
support for the OpenGL® Shading Language in RENDERMONKEY
1.5 and their respective drivers allow developers who work in
an OpenGL® environment to create realistic shader effects
in real time and then export them to any application, whether
it is a computer game, a car design model or broadcast animation.
“
Industry standards accelerate development of visually stunning
content,” said Rick Bergman, Senior Vice President of Marketing
and General Manager Desktop, ATI Technologies, Inc. “The
development of RENDERMONKEY has been a focused effort on ATI’s
part to bridge the gap between hardware and software by supporting
hardware independent standards like OpenGL® and giving developers
the flexibility to create.”
“3Dlabs and ATI have been at the leading edge in their
support of the OpenGL® Shading Language through our mutual
integration of the industry-leading shading language into RENDERMONKEY,” said
Neil Trevett, Senior Vice President of Market Development, 3Dlabs. “By
allowing developers to maximize the capabilities of today’s
graphics hardware and by providing them the tools to drive innovation
within the OpenGL® standard, end users will ultimately reap
the benefits of more realistic games and animations, regardless
of their hardware.”
New additions to the RENDERMONKEY feature set include the import
and export of full-featured standalone packaged effect files,
an updated Microsoft FX exporter and support for procedural geometry
and textures. Within the workspace itself, workflow improvements
have been made to ease integration with developers’ graphics
engines and to support additional engine-driven shader parameters
using custom names. Drag and drop operations are now possible
in RENDERMONKEY, and there is increased visual feedback for models
and textures.
The introduction of the RENDERMONKEY SDK will allow developers
to customize the RENDERMONKEY environment according to their
individualized needs. To facilitate creation of custom components
within RENDERMONKEY, the tool provides a wizard for automatically
creating new SDK projects. By creating a flexible architecture
for developers, programmers and artists to work with, RENDERMONKEY
enables seamless integration within the production pipeline.
RENDERMONKEY 1.5 will be available for free download to developers
at the end of March, followed by the free public download, available
in April from ati.com
Copyright
2004 ATI Technologies Inc. All rights reserved. ATI and ATI
product and product feature names are trademarks and/or registered
trademarks of ATI Technologies Inc. All other company and product
names are trademarks and/or registered trademarks of their
respective owners. Features, pricing, availability and specifications
are subject to change without notice.
About ATI
ATI Technologies Inc. is the world leader in the design
and manufacture of innovative 3D graphics and digital media
silicon solutions.
An industry pioneer since 1985, ATI is the world’s foremost
visual processor unit (GPU) provider. ATI is dedicated to delivering
leading-edge performance solutions for the full range of PC and
Mac desktop and notebook platforms, workstations, set-top and
digital televisions, game consoles and handheld device markets.
With 2003 revenues in excess of US $1.3 billion, ATI has more
than 2,200 employees in the Americas, Europe and Asia. ATI common
shares trade on NASDAQ (ATYT) and the Toronto Stock Exchange
(ATY).
Contact Information
For media or industry analyst support, visit our Web site
at http://www.ati.com .
Other ATI Contacts:
Tenille Kennedy, Consultant, Porter Novelli Canada, at (416) 422-7163, or tenille.kennedy@porternovelli.com
For media inquiries:
Carrie Maynard, Public Relations Specialist, at (905) 882-2600, Ext. 8181 or
cmaynard@ati.com
For investor relations support, please contact:
Janet Craig, Director, Investor Relations, ATI Technologies Inc., at (905) 882-2600,
Ext. 2631 or jcraig@ati.com
Developer Quotes
“
RENDERMONKEY became an invaluable tool for fast real-time shader
development during “Tomb Raider Angel of Darkness”.
It allowed us to setup shaders in an isolated controllable environment
with instant feed back on changes.”
Duncan Hopkins, Lead PC Programmer, Tomb Raider Angel of Darkness'
“RENDERMONKEY has proven to be an awesome day-to-day shader
tool. It allows us to prototype the latest and greatest in shader
technology rapidly and efficiently. With its easy to use UI,
and fantastic real time visual feedback system, it's helped us
cut our shader development time significantly.”
Marcin Wieczorek, Gas Powered Games
“While prototyping, RENDERMONKEY allowed us to quickly
put up new shaders and test out various rendering techniques.
The ability to instantly see the results in the preview window
dramatically accelerated development time spent on new effects
and allowed us to concentrate more on tweaking to get the expected
result. RENDERMONKEY ships with a wide library of shaders ranging
from basic examples to the more advanced ones demonstrating some
of the latest technology used in real time graphics.”
Francis Boivin, 3D Programmer,Ubisoft
“When writing "Shaders for Programmers and Artists",
I wanted to present shaders in a manner which was original and
detached from any specific rendering API. RENDERMONKEY empowered
me to write a book in a way giving my readers an easy to use
environment which allows the creation of shaders by even novice
users. Its powerful yet intuitive interface made it the best
choice!”
Sebastian Laurent, Microsoft
"RENDERMONKEY vastly improved our turnaround, from concept
to actual code."
Phillipe Paquet, Core Technology Manager, Reflections Interactive
(Driver 3)
"RENDERMONKEY revolutionized our shader development. It
enabled Kuju to rapidly prototype cutting edge special effects
and significantly increased the productivity of our graphics
programmers. RENDERMONKEY's clean UI has brought shader development
into the mainstream of games programming.
Adrian Hawkins, Technical Director, Kuju Action, Kuju Entertainment
Ltd.
“RENDERMONKEY allowed us to quickly and easily develop
high, medium, and low-end shaders for our latest title. RENDERMONKEY's
easy to use, and its customizable interface helped programmers
and artists efficiently work together to develop a desired shader
effect. ATI has really hit a home run with this tool. We'll be
using it for years to come.”
Matt Gdowski, Technical Lead, Gabriel Interactive
“RENDERMONKEY saves us a lot of time in developing shaders,
because of its immediate visual feedback. The shaders we develop
with RENDERMONKEY are immediately usable by our artists who on
their turn setup all parameters inside the 3D modeling software
we use, in order to create the visual effects that are desired.
We find RENDERMONKEY especially useful when developing multi-pass
effects because it allows us to see the output of each pass individually.
We can highly recommend using RENDERMONKEY to anyone who needs
to create anything from simple to very complex shaders.”
John van der Burg, Director of Development, Mystic Game Development
“
With real-time preview, simple interface, disassembly window
and other great features, RENDERMONKEY helped us to develop shaders
in very short time for our game. If we did the same in C++, it
would increase development time by factor of ten or even more.
This tool is vital for any shader programmer.”
Roman Lut, Graphics engine programmer, Deep Shadows