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Feeling Engine

 The official viewer for COLLADA content.*

 Overview

Designed explicitly to support everything in the COLLADA 3D file format, the Feeling Engine includes advanced shading effects, complex character animations (e.g. skinning and morphing) and physics.
 
The Feeling Engine is extendable and has been integrated in several 3rd party applications to enhance them with fast, top-notch 3D graphics with relatively little programming effort. 
 
 
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Unmatched interoperability

The Feeling Engine is capable of importing and manipulating 3D scenes and animations from leading applications such as Autodesk Maya, 3dsmax, Softimage XSI, and Google Sketch-Up with no quality degradation. This is achieved through COLLADA, a 3D file format widely supported by the major players of the video game industry.
 
The Feeling Engine's support for COLLADA is so complete, it was selected by Khronos members -- the standard organization behind COLLADA -- as the official viewer for COLLADA content.
 
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Portable and web-enabled

The Feeling Engine is web-enabled with support for Internet Explorer and Firefox. A javascript interface allows web developers to efficiently manipulate the 3D content. The Feeling Engine also runs natively on Microsoft Windows, MacOS X, major Linux distributions, Sony PlayStation 3 and with little effort, could run on PocketPC or smartphones. It also runs as an ActiveX or OLE component, so you enable hundreds of standard applications like Internet Explorer, Powerpoint and Word to display and manipulate 3D content.
 
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Affordable for application developers 

Commercial licenses and source code for the underlying engine are priced attractively. Contact us at info@feelingsoftware.com to license the Feeling Engine and to easily integrate it in your application. For specialized projects, our team of COLLADA experts will work with you to ensure the optimal integration of the Feeling Engine to your needs.

Technical details

For an up-to-date feature list of the Feeling Engine and other Feeling products related to COLLADA, consult this chart.

File Input/Output

The Feeling Engine was designed from the ground-up for full-featured COLLADA playback. All aspects of the scene graph can be created or modified programmatically or by importing/exporting COLLADA files through simple function calls.

Geometry

Mesh geometry with vertex arrays, including support for:
  • Multiple material assignments (e.g. one material per triangle)
  • Multiple texture coordinate sets
  • Geometric and texture tangent sets
  • Per-vertex blind data
  • Trimmed NURBS surfaces, including animated control vertices
  • Particle effects and emitters

Animation features

  • Animation curves including in- and out-tangents
  • Animation curves can target almost any parameters, including physical and shading properties.
  • Animation clips, e.g. character walk cycle
  • Skeletal subspace deformation, commonly known as “skinning”
  • Morphing, a.k.a. morph targets, blend shapes
  • Combinations of animations, e.g. mix of skinning and morphing
  • Animated particle properties and textures

Physics

Full support for COLLADA Physics and rigid dynamics:

  • High performance through AGEIA PhysX engine or Bullet engine
  • Rigid bodies and 6 degree-of-freedom constraints
  • Collision shapes (convex and non-convex meshes, analytical shapes)
  • Complex physics models, e.g. rag dolls, catapults, destructible environments.

Shading effects

  • Surface shading effects (COLLADA FX) through NVIDIA Cg profile
  • Full support for COLLADA Common profile:
  • Lambert, Phong and Blinn shading models including multi-texturing on each channel: ambient, diffuse, specular, bump, etc.
  • High-performance per-pixel lighting through dynamic Cg code generation
  • Support all common light types: ambient (constant), point, directional and spot
  • Textures can be loaded in memory (e.g. video stream) or from a file. All major file formats are supported, e.g.: JPG, BMP, PNG, TGA, etc.
  • Spherical and cubic environment mapping
 
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Visual and command-line interface

Two example applications are provided with source code when licensing the Feeling Engine. The command-line interface allows easy automation. The visual interface, which can be previewed below, allows manipulating the camera, timeline and showing or hiding specific aspects of the scene, e.g. bones, lights, etc.

Scalability and asset management

The Feeling Engine fully supports COLLADA file referencing. This means that your COLLADA files can refer to other files, so different team members can work on the same scene and there is virtually no limit on the complexity of the scenes that can be displayed and  manipulated by the engine.
 
*As selected by Khronos members, the standard organization behind COLLADA.