render engine
Most of my computer graphics work have been rendered with my selfwritten render engine in the progamming language C.
The first versions dates from 1993 and was made on an Amiga 1200. During this period of time, I started programming in the third dimension. Before that, I used to program a lot of two-dimensional images, which were simpler in terms of complexity.
The third dimension forced me to put all basic orders which are equal for three dimensional computer graphics in a separate program. By combining this programme with the second programme that only describes the image, it is possible to program three-dimensional computer graphics within a short period of time.
The program with the basic orders has been optimized through the years and is being developped ever since.
 

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
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
maximize
2.500.000+ objects (arrows)
100.000.000+ polygons
 
maximize
the left image is rendered without soft shadows the right image is rendered with soft shadows.
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.
maximize
maximize
maximize
all animations are available on DVD. quicktime