Input scene formats: |
NFF (Neutral File format by Eric Haines)
VRML'97 (not completly, support for scripting and several
specialities are not implemented)
3D Studio R2,R3,R4
Wavefront OBJ
DXF
AFF
MGF
PLY
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Output image formats: |
TGA (Targa, compressed and uncompressed)
RGB (SGI)
JPEG
GIF
PNG
HDR
EXR
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Shape Primitives in input scenes: |
sphere
polygon (triangle as a special case)
infinite plane
quadrics (cylinder, cone, ellipsoid etc.)
algebraic surfaces
Bezier patch
NURBS including trimmed NURBS
Surfels
Text primitives
Height fields
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Acceleration techniques for ray shooting: |
BSP tree
Kd-tree in many variants
Uniform grid
Octree (three variants)
Octree-R (two variants)
Bounding Volumes Hierarchy (incremntal, top down)
Hierarchy of Uniform Grids
Adaptive Grids
Recursive Grids
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Additional speeding up approaches: |
mail boxes
neighbour-links (ropes) for kd-trees
longest common traversal sequence for kd-trees
light cache
special ray sets
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Rendering Algorithms: |
ray casting
ray tracing
photon mapping
density estimation based on ray maps
path tracing
bidirectional path tracing
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