» Our Flagship Product
The Wavgen Textureloader Pro™ solution breaks the image mapping size barrier in loading, modeling, rendering, mapping, and animating enormous textures and files in CG software.
Have a look at our Windows (32bit and 64bit), Linux (32bit and 64bit), and Apple OS X Leopard solutions on the links to the left. Also have a look at our encoding solutions as well. You'll need to create these files and we have PhotoShop and stand alone compression engines for a variety of wavelet file formats (ECW, JPEG2000, WGW, WavGen Wavelet, etc...).
» Our Wavelet Products
There are a number of excellent reasons for using realtime and near realtime wavelet encoding and decoding technology. First and foremost, they free the application from cumbersome time series data and RAM dependencies. And if you think 16GB of RAM is enough, try using our technology to bump and uv map 100's of very large textures. You will be surprised how efficient our technology will work.
Second, data has a strange way of being viewed in realtime or near realtime over smallest bandwidths (i.e. modem, dsl). Network topographies that need to support hundreds of RIB or MAP nodes can now be constructed using ~>encoded<~ information that takes up 100 times less space on disk and in transit while upholding all the quality of your files and textures.
Third, you storage systems will not take the pounding if the amount of textures and maps are 1/100 times those of classic texture files (tif's, jpeg's, targa's, etc...) and especially the ballooning .MAP's, .EXR's, and .RIB's with associative texture extensions. This translates directly into more efficient renders of textures being served by storage systems or even your local hard disk. This then means prolonged life of your storage equipment and less need to replace hot swap drives. The spindles on your hard drives will not need to move that often to relay the same amount of lossless information.
And finally, how many times have we seen the "network grind to a halt" in a production environment (i.e. the term "Network Creep"). This typically occurs at around 6pm when renders are submitted and is most often due to a storage server's incapacity to deliver hundreds of textures and files (spindles on disk are moving as fast as they can). Sometimes it is also a network issue and our ~>encoded<~ very large textures behave wonderfully in very large render topographies. They simply hit the network and storage arrays 1/100 the time than other texture solutions.
WavGen and it's Terrashader Pro creates the most innovative software.