Renderers

EQUINOX-3D has the first fully interactive ray-tracer in a freely or commercially available 3D application (that I know of).
(Check out the Image gallery).

Main features:
  • Multi-threaded ray-tracer (runs about twice as fast on dual-core CPUs and 4 times faster on quad-cores).
  • Renderers are fully integrated in the user interface. Any window can use any renderer, including the ray-tracer:

    You can also run your own renderer, or even a whole video game (plugins can define renderers) in a normal EQUINOX-3D window.
    For example, you can model with the interactive ray-tracer, and:
    - select and unselect things (see the cube above)
    - edit 3D models.
    - move objects, the camera, lights, change materials etc.
    Thanks to intelligent updates, selecting / unselecting, exposure changes etc. are just as fast on the ray-traced view as on any other one!


  • Interactive option for the render-preview window:

    In addition to the normal 3D windows, the render-preview window can be also made interactive.
    This scene renders ~10-100 frames/s on an AMD-64 9950 (resolution: 360x270, ray depth: 7)



  • Global illumination / indirect light.


  • Reflected and transmitted caustics.


  • Powerful and fast cross-renderer shader interface (ray-tracer, Cg etc.).
    Per-pixel normals, geometric tangents, texture-space tangents, pre-sampled/shadow-tested area light samples etc. are easily accesible by shaders.
    Source code examples included:
    - Phong with Fresnel-modulated reflectivity and specular highlight
    - Anisotropic shader

    Minimal effort needed to implement a shader for both the ray-tracer, the Cg renderer etc. (e.g. the Cg framework automatically generates Cg shaders from a minimal template).
    Identical look for Cg and ray-tracer outputs (within the limitations of graphics hardware):

    Ray-tracer


    Cg


  • Multi-texturing
    For example, you can have separate textures for the ambient, reflective etc. colors, or for any parameter of a custom shader:



  • Bump / normal-mapping



  • Area lights
    Any 3D object can be a light source and area lights cast correct soft shadows:


  • Programmable texture-mappers
    In addition to the built-in mappers (planar, UV, cylindrical etc.) you can write your own mapper that fits a particular object best.

  • Direct support for mirror-ball photograps and angle maps as textures/environment maps

  • Textured area lights and high dynamic range texture support
    32-bit floating-point values per R, G, B, A channels


  • Colored reflections and refractions

  • Volumetric absorption (e.g. 'muddy water' effect)

  • Anti-aliasing with many options

  • Customizable progressive refinement:
    ->->

  • Multiple lens types:
     Perspective, Fish-eye, rear-view fish-eye, Cylindrical, Panorama and Angle-map
     (great for creating reflection-maps and illumination-maps)
     
  • High Dynamic Range (HDR) image support:
    Allows you to save the rendered image with its full color range, as 32-bit floating-point values per R, G, B, A channels.


© 1992-2008 By Gabor Nagy