FEATURING:
INPUT FORMAT:
SOURCE AND EXECUTABLES:
SAMPLE OUTPUT:
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My first 3D rendering. The shading artifacts are a result of the conversion to JPEG. |
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Scene composed of several instances of cubes, three planes, and a 3D letter "K". Note that some of the faces have transparent textures and the "K" contains to concave faces (the front and back). All objects are allowed to protrude through each other effectively perform a boolean "union" operation of all of these geometric primitives. |
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The same scene with a different world transformation (moving the camera back, up, and to the right). Notice the objects protruding through the sides of the containing box. |
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This scene is contained by a cube formed from sides with transparent textures; each face appears to be composed of smaller elongated faces, but in fact the sides of the cube are textured with an image that has a square "hole" in it. |
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The same scene from a different viewing position. Again, notice the transparent textures. |
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This view clearly shows the decreasing intensity as objects are farther away (depth-shading, depth-attenuation, or atmospheric attenuation). |
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Another even clearer example of the depth-shading effect. This simulates the effects of the atmosphere on the intensity of objects with increasing distance from the viewer. Also, notice the perspective foreshortening. |
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The same "hallway" scene from the outside. Shows the depth-shading and perspective. |
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A more complex object (not composed of cubes) with many edges per vertex. Note that all vertices in this model are only stored once (all faces share a list of vertices). |
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The same object with the front clipping plane moved into the object to show a "cutaway" view". The faces are clearly "two-sided" and no backfaces have been removed since the object is no longer a closed volume. |
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Again, the same object, but no with a tiled, transparent texture applied to its faces. |
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Same object now with another transparent texture applied and a cube protruding through it. |