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GeezerVison is showing en.wikipedia.org — Reality Lab - Wikipedia

Not to be confused with Reality Labs.

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

  • Qube Software
  • Glide

References

  1. 1 2 "Reality Lab: fast 3D for games developers". NEXT Generation. February 1995. Retrieved 2022-08-28.
  2. ↑ Qube Software Archived 2007-07-07 at the Wayback Machine - Servan Keondjian and Doug Rabson founded Qube after leaving Microsoft.
  3. ↑ "Crushed by Microsoft: What I learned". CNET. Retrieved 2025-07-28.
  4. ↑ DeMaria, Rusel (2019). "12. 3D Wars". GAME OF X V.2. CRC Press.
  5. ↑ Ozer, Jan; Seltzer, Larry (December 5, 1995). "Using Windows 95's Direct SDK Access". PC Magazine. Retrieved 2022-08-28.
  • Drummond, Michael (November 2000). Renegades of the Empire: How Three Software Warriors Started a Revolution Behind the Walls of Fortress Microsoft. California: Three Rivers Press. ISBN 978-0-609-80745-3. Covers the early years of DirectX development within Microsoft, including the acquisition of RenderMorphics.
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