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"SoftLab-NSK" is engaged in developing hardware/software for multimedia and TV broadcasting, VR systems, imaging systems for training simulators and computer games.

Company History

The company was established in 1988 by a group of scientists from the Institute of Automatics and Electrometry of the Russian Academy of Sciences. The group took part in the Russian space program in the area of astronaut training systems. The activities started back in the mid 70's of the 20th century.
Since then, the company has grown and now unites experts of the highest level, with many years experience in various fields of computer technologies, and creative youth. This allows us to find optimal solutions to the real-life tasks.

Below are the stages of our formation and some of the projects that can be considered milestones in the company history. They are given in chronological order:

2000 - ...
Developing the Forward T product line and Focus virtual studios. Creating a multichannel video recording and slow-motion instant replay system SportReplay. Developing the Forward Goalkeeper product line. Creating and developing network  broadcast solutions known as the Forward TS product line.
1996 - 2000
Developing the Forward system.
1996
Developing a computer-based methodic VR system to train docking with the MIR space station modules. The system was designed for briefing and primary training purposes.
1995 - 1996
Creating a VR system to acquaint NASA astronauts with the interior and satellite-born equipment of the MIR space station modules Spectr and Priroda (Spectrum and Nature). The development based on SGI High Impact was conducted in conjunction with the Gagarin Cosmonauts Training Centre. The Priroda module was completed and put into operation.
1994 - 1996
Developing several computer games based on neurophysiological control (MindFlight, MindSkier, and Fib) for The Other 90% Technologies (USA). Creating video clips and multimedia presentations for all the company products.
1993 - 1994
Creating the first computer-based full-functional modelling, animation, and rendering system designed to develop VR applications and interactive games.
1993
Creating a real-time decompression system Phoenix. Unlike the previous system, Phoenix is a single PC board and was widely used in TV studios in Russia.
1991 - 1993
Developing superhigh-speed algorithms for 3D images without hardware acceleration. Creating the country's first experimental real-time rendering system on a PC. Achieving (simultaneously with Canon Research Europe UK) a record of 40000 polygons per second on 486/33 DOS VGA.
1990
Creating the country's first system for real-time decompression of synthesized images Studio 90. The system was designed to record and edit computer animations.
1988 - 1994
Creating the country's most powerful computer image generator Albatros. As the project progressed, our company developed a sequence of modeling, rendering, and control software systems for a variety of aircraft and space simulators.
1980 - 1986
Developing full software package for the country's first real-time computer image generators (CIG) Horizon and Aksai. The former was an "existence proof" and was never put to practical use. The latter was designed for the Gagarin Cosmonaut Training Centre and, until recently, was actively employed in space docking simulators and spacewalk simulators. Another sphere of application of the system was aircraft take off and landing simulators.

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