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Graphics [RELEASED] Lumina GI -Real time Voxel based global illumination for URP-HDRP, no SDFs baking

Discussion in 'Tools In Progress' started by nasos_333, Jun 30, 2022.

  1. nasos_333

    nasos_333

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    Hi, sure will add to next video, also have reduced a bit the AO effect as was a bit much in this video.

     
  2. nasos_333

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    LUMINA used with Sky Master ULTIMATE volume lighting



    Major update - LUMINA new proxy mode without use of Geometry Shaders



    The new big upgrade on Lumina GI has been released in the latest v1.4.

    The new version includes a new Approximation mode that allows the voxelization to be done without Geometry Shaders, so this mode can potentially be used on Mac systems as well.


    This new mode will be marked as experimental
    as is not as accurate as with the Geometry Shaders use, but gives a nice result still as seen in the above videos of the new effect. The system has not yet been tested on Mac.

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  3. NeloElber55

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    Hi, what is the outline effect in the 3rd video ?
     
  4. nasos_333

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    This is from the combination demos i work on for the Environment Building Bundle, is Lumina GI voxel based Global Illumination combined with Sky Master ULTIMATE volumetric lighting and GIBLION Anime Scene Creator screen space outline effect.

    I post a few more videos above of the combined Sky Master ULTIMATE and other effects with Lumina GI for reference.

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    Last edited: Dec 12, 2022
  5. nasos_333

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    Spot (red) and point (white) light GI


    Without GI

    With GI, 2 point lights and one spot light, no directional


    Video of the new Spot and Point lights Global Illumination effect, using no directional, one spot & two point lights


    LUMINA GI - Major upgrade coming soon, added Spot and Point light support for casting GI to the environment and directly injected in the voxelization solution, so all lights are respected even when off screen like the sun light.

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    Last edited: Dec 15, 2022
  6. NeloElber55

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    oh i see, is another asset, looks great
     
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  7. nasos_333

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    Thanks :). I am working on a lot of combined demo scenes like this for the Environment Building Bundle, which is also a great way to make sure all assets work flawlessly together.

    I have now also added local light support with Spot and Point light GI to the system and is now available in the store. LUMINA GI is also on -50% discount currently.

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  8. Yanus3D

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    nasos_333 with this speed you will achieve good quality render from Lumina in the next 10 years ;)
    But saying seriously: I see good progress with GI and accuracy! Of course, I am telling this from Architecture Visualisation point of view.
     
  9. nasos_333

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    Thanks :), i think the addition of local lights was an important milestone, now doing more on the optimization side.
     
  10. nasos_333

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    UPDATE on the swapchain issue in LUMINA HDRP in DX11:

    The Unity team has managed to recreate the bug and are now looking into it. The system did not create an issue in DX12 or Vulkan on Unity side as well.

    https://forum.unity.com/threads/con...-to-device-removed.987834/page-5#post-8753740

    This below is the issue tracking link, please remember to vote for the issue to help with it be resolved faster. Thanks in advance for any help on this.

    https://issuetracker.unity3d.com/is...ding-the-project-using-directx11-graphics-api

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  11. nasos_333

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    LUMINA GI HDRP v1.6 update is now released at the Unity Asset Store !

    LUMINA GI HDRP v1.6
    - Added new option to grab the internal scene Depth buffer from the Main Camera, instead of rendering the scene depth from a second scene camera. This new experimental mode enables further optimization.
    - Added demo scene implementing the new depth buffer method & instructions on how to setup this option.
    - Added updated ARTnGAME welcome screen with links to all major ARTnGAME assets, contact information and tutorial and asset material, for easier reference through the Unity editor.

    LUMINA GI HDRP is included in the Environment Building Bundle.

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  12. nasos_333

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    Kreshi likes this.
  13. iileychen

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    It is possible works on mobile in near future?
     
  14. nasos_333

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    Hi, the system is for desktop and is a rather heavy effect overall, so there is no plans for mobile.

    That said, i have the GI Proxy system that could be used on mobile as is very configurable and can give a nice effect on such limited platforms. It works by dynamically adding bounce lights represented by unity shadowless point lights, to emulate a light source where light hits, using raycasting.

    GI Proxy is also globally compatible as uses only Unity standard lights, so no image effects or special buffers rendering are involved.

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    Last edited: Mar 3, 2023
  15. vintage-retro-indie_78

    vintage-retro-indie_78

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    this is bonkers, also looks amazing . . .

    amazing light - stuff, never seen that good . . . .
     
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  16. nasos_333

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    Thanks :)

    The best perk of this method is that is consistent since the whole area around is considered, than only what is on screen, so there is no need to fallback to expensive real time reflections probes like for example in HDRP screen space GI, which also can create sync issues.

    I have made a few new demos as well showing the system working with skinned meshes and Unity terrains, shown in the video above.

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    Last edited: Mar 5, 2023
  17. nasos_333

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    I post the DX11 fix for anyone that wants to implement it and test it now, the main change was the replacement of the While loop with a fixed number of iterations with a for loop, I tested with 4 and seem to give the same light brightness, so is the recommended value. This also makes the system slightly faster !
    The change must be done in all the four files selected in the last image, to cover all cases (Proxy mode in VERT variants and local lights in L variants)

    Another note on the latest Temporal AA, i have noticed that in some edge cases when changing pipelines may create an issue where the camera seems like zoomed in and not showing the scene geometry due to not resetting of the camera jitter matrices, to fix this put the camera in Orthographic mode and then back to perspective to reset the camera matrices and save the scene.


    Major news on LUMINA GI.

    I have now managed to resolve the issues with DX11 mode and the system should run in DX11 as well as in DX12 and Vulkan, at least on my local machine tests seems to run fine in DX11 after the changes. I post the fix above and also will be applied in next versions, after do some extra testing.

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  18. nasos_333

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    LUMINA GI URP v1.7 has been released at the Unity Asset Store !

    LUMINA GI URP v1.7
    - Addressed warnings in Unity 2022
    - First adaptation of the system for Unity 2023 compatibility
    - Added new Iso Room demo and assets
    - Added new DX11 mode as default, with a patch for use only when the project is in DX12

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  19. nasos_333

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    LUMINA GI Update:

    In the latest new DX11 mode, the while loop that forced the system to be DX12 only was replaced with a for loop with 18 iterations for compatibility with DX11, to make sure there is zero flickering in some edge cases like in the ISO room demo. Though this number is not needed to be as high in all cases, e.g. some demos performed well without flicker with a for loop of 4 iterations.

    The plan is to offer at first a patch to use 4 or 18 for loop iterations, as needed. This though limits the system to only one of the two version, so another way to control the for loop is investigated as well, for easier control of the new DX11 system.

    The patches will arrive in the next update. Also note that the performance boost from the 18 to 4 loops is minor, as the loop breaks anyway if not needed to continue for all 18 iterations, but is best to have a controllable value even for the small performance gain.

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  20. nasos_333

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  21. nasos_333

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  22. ikemen_blueD

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    @nasos_333 long time no see, I cannot believe I miss this GOLD. Beautifully lighting that my mind goes crazy. Please keep updating it ^^
     
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  23. nasos_333

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    Volumetric Fluid fire


    Ethereal fire effect

    Hi, thanks a lot for the kind comments :)

    I am currently working on several updates for the system, including a volumetric 3D fluid fire solver that will generate realistic fire with propagation on objects from the sources and also potentially light the scene with indirect light from the effect.

    The effect may also be combined with the volumetric fire emulation in Sky Master ULTIMATE Ethereal volumetric lighting, for a more complete effect.

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    Last edited: Apr 27, 2023
  24. nasos_333

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  25. nasos_333

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    Last edited: Aug 28, 2023
  26. nasos_333

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    LUMINA GI new Classroom demo, combined with Sky Master ULTIMATE 2021 URP volumetric lighting.

    Sky Master ULTIMATE
    is on -50% Discount in Unity Spring Sale! Upgrades to Sky Master ULTIMATE 2021 for $5.
    Also upgrade from Sky Master ULTIMATE 2021 to the Environment Building Bundle for only $89 for a limited time!

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    Last edited: Jun 4, 2023
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  27. NeloElber55

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    This is mind blowing ! :)
     
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  28. nasos_333

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    Thanks a lot for the kind comments :), it is very appreciated :)

    I post above also the latest LUMINA GI Classroom demo, combined with Sky Master ULTIMATE 2021 URP volumetric lighting.

    Sky Master ULTIMATE
    upgrades to Sky Master ULTIMATE 2021 for $5. Also Sky Master ULTIMATE 2021 upgrades to the Environment Building Bundle for only $89 for a limited time!

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    Last edited: Jun 25, 2023
  29. nasos_333

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    LUMINA GI Classroom demo URP version combined with GIBLION Anime Scene creator artistic effects.




    LUMINA GI Classroom demo, HDRP version.


    LUMINA GI Classroom demo, HDRP version and URP version combined with GIBLION Anime Scene creator artistic effects.

    Sky Master ULTIMATE,
    ORION and GIBLION are -50% off in Unity Sale!
    Sky Master ULTIMATE
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  30. nasos_333

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    Sky Master ULTIMATE volumetric lighting, combined with LUMINA GI on the right images and without GI on the left.












    LUMINA GI URP v1.8 has been released at the Unity Asset Store !

    LUMINA GI URP v1.8
    - Added new classroom with mushrooms demo scene.

    Sky Master ULTIMATE, ORION and GIBLION are -50% off in Unity World Building Sale!
    Sky Master ULTIMATE can be upgraded to Sky Master ULTIMATE 2021 for $5.
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  31. nasos_333

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    Sky Master ULTIMATE 2021 URP Advanced Volumetric Lighting with sun light scattering model and LUMINA GI real voxel based Global Illumination combination.


    LUMINA GI URP new island demo wip, controls in game view using IKARUS system (included in Environment Building Bundle).

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  32. NeloElber55

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    Video looks incredible :). By far the best real time global illumination i have seen in Unity, keep up the great work !

    I have now managed to run it with amazing performance in the URP variant, have gone beyond 120fps by using the latest temporal AA and very low steps, the potential is tremendous :)

    Does the system work in Unity 2023 btw ? I plan to move to that version soon.
     
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  33. nasos_333

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    Hi, thanks for the kind comments :)

    Yes the system has been tested in Unity 2022 LTS and 2023 Beta and works great in all versions.

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  34. nasos_333

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    LUMINA GI URP - New screen space reflections module, combined with the real time voxel based True global illumination.

    ARTnGame July Offers!
    InfiniTUNES music collection & controller is released in Unity Asset Store!
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  35. nasos_333

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    LUMINA GI URP - New screen space reflections module, combined with the real time voxel based True global illumination. Also combination of the GI with Sky Master ULTIMATE volumetric lighting.

    ARTnGame July Offers!
    InfiniTUNES music collection & controller is released in Unity Asset Store!
    Sky Master ULTIMATE 2021 & InfiniTUNES can upgrade to the Environment Building Bundle for only $75 for a limited time!

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  36. nasos_333

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    Hi all, since i am asked much about how LUMINA works and if uses SDFs, with expensive and time consuming conversions, i note that the system uses a fully real time voxel conversion of the scene, using the power of the Built in Standard pipeline and pass the voxels for tracing on URP side.

    The system does not require any processing of each scene model to SDF and is completly streamlined in use and directly used in any scene and procedural geometry.

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    Last edited: Aug 10, 2023
  37. nasos_333

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    LUMINA GI URP - Tests of very complex scene & with Screen Space Reflections performance in 1050GTX, in Unity 2022.3.7f1. I have now tested all LUMINA aspects in the latest Unity 2022.3.7f1 and can declare that works fully on this version.

    LUMINA GI URP in included in the Environment Building Bundle.

    Environment Building Bundle is on 75% upgrade sale:
    First buy InfiniTUNES Real Instrument Music Collection B for $39.
    Then upgrade to the Environment Building Bundle for $69, for a total of $108 (75% Off, $460 normal price)!
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    Last edited: Aug 10, 2023
  38. nasos_333

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    LUMINA GI URP v2.0 is now released at Unity Asset Store !

    LUMINA GI URP v2.0

    - Added a patch for native URP voxelization in Unity 2022.3 LTS & above. This is an experimental mode.
    The setup requires a renderer in 5th place in the pipeline, configured in Shader replace mode with the voxelize shader as shown in images linked above.

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    Last edited: Aug 28, 2023
  39. nasos_333

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    LUMINA GI URP combined with Sky Master ULTIMATE 2021 Ethereal volumetric lighting and the new Screen Space reflections module!
    The last video showcases using the LUMINA GI URP system with fully procedurally changing geometry. LUMINA GI does not require any form of pre-processing, is not using SDFs and everything is done in real time.

    LUMINA DEMOS (Windows):
    Separate Mushroom & Reflections Demos
    Combined Mushroom & Reflections Demo

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    Last edited: Oct 8, 2023
  40. nasos_333

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    LUMINA GI URP combined with Sky Master ULTIMATE 2021 Ethereal volumetric lighting and the new Screen Space reflections module!
    The last video showcases using the LUMINA GI URP system with fully procedurally changing geometry. LUMINA GI does not require any form of pre-processing, is not using SDFs and everything is done in real time.

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    Last edited: Oct 8, 2023
  41. nasos_333

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    Last edited: Oct 8, 2023
  42. nasos_333

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    LUMINA GI URP sky ambient occlusion and combination with Sky Master ULTIMATE 2021 Ethereal volumetric lighting for a complete lighting and volumetric weather system.
    LUMINA GI does not require any form of pre-processing, is not using SDFs and everything is done in real time.

    LUMINA DEMOS (Windows):
    Separate Mushroom & Reflections Demos
    Combined Mushroom & Reflections Demo

    ARTnGAME Sales!
    Sky Master ULTIMATE can be upgraded to the Environment Building Bundle for $49!
    Sky Master ULTIMATE 2021
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  43. nasos_333

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    LUMINA GI URP v2.0.1 is now released at Unity Asset Store !

    LUMINA GI URP v2.0.1

    - Added new demos showcasing the use of the new Screen Space reflections module
    - Added new demos showcasing the use of the Sky Ambient Occlusion mode
    - Updated the LUMINA Manual PDF with the latest system options and light blocking methods

    ARTnGAME Sales!
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  44. THE2FUN

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    It looks great because it's VXGI. You've done a good job with porting. But I have to say please hear me, you are showing really really terrible, ugly, incomprehensible scenes/examples. It looks confusing and I can't trust what I see. Because it seems wrong. How can you make something that looks great look terrible?

    I've used SEGI before and it looked great. I look at your examples and they look wrong, there are like random objects in the scene. Over saturated and unrealistic.

    Please show more simple, realistic scenes that we need in real life like interior, terrain, vegetation, morning, evening, city, car. Don't show scenes from Alice in Wonderland with oddly sized objects, overly colorful scenes where the sun shoots lava not light. For God's sake, please!
     
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  45. nasos_333

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    Hi, thanks for the feedback, i will make sure to focus on making more demos based on realistic assets soon and post it here asap.
     
  46. nasos_333

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    Hi, I started work on a Sponza more realistic look, will post a video also asap. Please let me know for any comments and corrections i should apply as well, any feedback will be very appreciated :)

    The images show Sponza without GI in top , with GI in middle & with GI and SSR in last image. I use sun light power of 5 in this demo, let me know also if have a specific power in mind of sun to apply and see the result with that.
     
    Last edited: Oct 21, 2023
  47. THE2FUN

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    Okay it looks better. But still unrealistic like real life. Come on you can make more better, this is basically SEGI VXGI. Good job btw. But you need to look "Sponza" videos for refrence. Still looks ugly. Don't get me wrong i am trying to tell truth. Show us GI, show us natural colors visuals etc. It's the same for the other assets, I don't know if you think it looks good, but it looks very confusing and wrong. Sponza never been wet, your sun is white, where is warm sun color? Materials unrealistic, also you should learn true way to use post processing
     
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  48. nasos_333

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    I post an update on the above for reference, will be working more also on the realistic side on the white Sponza version and post more results asap.
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  49. BlankMauser

    BlankMauser

    Joined:
    Dec 10, 2013
    Posts:
    138
    Hello,

    Asset looks great. I had some questions. Im making a voxel game right now and I want to add DDA accelerated path traced GI. Two things however:

    1) I want to still have full control of light and shadow color in fragment pass.

    2) I use vertex offset functions in shader.

    Could i use your asset and make proxies based on my voxel chunks, and simply turn on the asset to pass lighting to my shader? Or will i have to make new shaders based on yours?
     
  50. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,364
    Hi,

    From the specs i think would not work for those, as the system uses a replacement shader to do the voxelization, which looks at the material in a property and not shader level, so would not pass the vertex and custom lighting information of the custom shaders.

    The voxelization can be turned on and off on demand, but is applied to one area each time, and can follow the player to cover the map, so also cant be precalculated per chunk.

    That said, since have full control over the rendering, could potentially modify it to facilitate some of all of the above, but is not trivial and may have some restrictions.