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

Output image formats: 
TGA (Targa, compressed and uncompressed)
RGB (SGI)
JPEG
GIF
PNG
HDR
EXR

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

Acceleration techniques for ray shooting: 
BSP tree
Kdtree in many variants
Uniform grid
Octree (three variants)
OctreeR (two variants)
Bounding Volumes Hierarchy (incremntal, top down)
Hierarchy of Uniform Grids
Adaptive Grids
Recursive Grids

Additional speeding up approaches: 
mail boxes
neighbourlinks (ropes) for kdtrees
longest common traversal sequence for kdtrees
light cache
special ray sets

Rendering Algorithms: 
ray casting
ray tracing
photon mapping
density estimation based on ray maps
path tracing
bidirectional path tracing
