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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:
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Multi-threaded ray-tracer (runs about twice as fast on dual-core CPUs and 4 times faster on quad-cores).
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Renderers are fully integrated:
You can run your own renderer, or even a whole video game (plugins can define renderers) in a normal EQUINOX-3D window.
For example, it lets you model with the interactive ray-tracer, and:
- select and unselect things (see the ruby and the cube below)
- edit 3D models.
- move objects, the camera, lights, change materials etc.
Thanks to smart updates, selecting / unselecting is just as fast on the ray-traced view as on any other one!
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Interactive option for the render-preview window:
When you move, rotate objects, lights, change materials, move the camera
(in the top-right window), the ray-traced view will change interactively.
This scene renders ~3-100 frames/s on an AMD-64 5600:
(resolution: 360x270, ray depth: 7)

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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
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Cg
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- 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
  
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Area lights
Any 3D object can be a light source and area lights cast correct soft shadows:
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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.
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Direct support for mirror-ball photograps and angle maps as textures/environment maps
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Textured area lights and high dynamic range texture support
32-bit floating-point values per R, G, B, A channels
 
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Colored reflections and refractions
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Volumetric absorption (e.g. 'muddy water' effect)
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Anti-aliasing with many options
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Customizable progressive refinement:
-> ->
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Multiple lens types:
Perspective, Fish-eye, rear-view fish-eye, Cylindrical, Panorama and Angle-map
(great for creating reflection-maps and illumination-maps)

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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
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