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Quickstart with Advanced Real-Time
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The illustration below shows how the advanced real-time module (ART) interacts with HOOPS Luminate:

.. figure:: bk_art_architecture.png
    :align: center
    
    **Overview of the ART architecture**

We still have the base HOOPS Luminate SDK which is accessible from the HOOPS Luminate block in the diagram above. No changes here. Then, we have three new blocks, all accessible through the RPL namespace of the global HOOPS Luminate API:

1. The HOOPS Luminate ART engine itself, which is built on top of HOOPS Luminate. ART has its own simple SDK, providing base world definition controls and options. For instance, you'll find the setup of stars and planets with orbital trajectories so that a sun & sky with atmosphere can be setup and be animated properly.
2. The geometry part of the ART. This is mostly represented by the ``RPL::IGeometry`` interface. This interface is the entry point to the import of user scenes and models into ART. So for instance, architectural models, roads, standalone buildings will all be imported through the ``RPL::IGeometry`` interface. The :doc:`/book/subjects/bk_art/bk_art_asset_editor` also uses the ``RPL::IGeometry`` interface to setup all parameters for import scenes.
3. The outdoor part of the ART. This is mostly a combination of the asset editor generating pre-defined environments that are loaded through the ``RED::IAssetManager`` interface for an immediate display by ART.


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Starting up an ART Application
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Basic initializations steps in ART are described below:

.. include:: /tasks/ta_ca/ta_ca_art/tk_art_initializing_the_world.rst

Then, start with the :doc:`/tutorials/workflows/wf_advancedrealtime/wf_loading_a_simple_landscape` tutorial to start using ART and navigating into it.
