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| - | polygon modelling |
| - | adaptive super-sampling |
| - | (soft) shadow (ray-tracing) |
| - | reflection ('unlimited' depth) |
| - | refraction ('unlimited' depth) |
| - | back face elimination (culling) |
| - | octree subdivision |
| - | adobe illustrator output |
| - | DXF input/output |
| - | wireframe output |
| - | 32-bits targa II output |
| - | POV-RAY output |
| - | avarage normal calculation |
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| - | colored light(s) |
| - | imagemap(s) |
| - | polygon to voxel conversion |
| - | procedural shaders |
| - | perlin noise |
| - | procedural bumpmap |
| - | procedural exclusion |
| - | highlight detection (H test) |
| - | (johann heinrich) lambert-shading |
| - | (henri) gouraud-shading |
| - | (bui-tuong) phong-shading |
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2.500.000+ objects (arrows) 100.000.000+ polygons
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the left image is rendered without soft shadows the right image is
rendered with soft shadows. |
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| by using so called 'octrees' the scene and individual objects are divided into recursive cubes to reduce the huge amount of intersection calculations for reflection, refraction and shadow. |
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| all animations are available on DVD. |
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