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Technical Informations and Features
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Technical Requirements:
- a Pentium II or compatible processor with Windows 95/98/me/2000
- DirectX 5.0 or higher
- 128MB of Ram
- A 4MB VGA graphics adapter with 32Bit Mode
- Resolution from 320x240 up to 1600x1200 using 32bit mode (higher resolutions need lots of memory)
Features:
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Platonic solids, which means primitives like: Spheres, Cylinders, Hyperbols, Planes, Polygons (3 sided and 4 sided) |
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Texture mapping, actual size from 1x1 up to 1024x1024 using 16bit textures |
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Genlock mapping, defines which textured pixel is element of the solid and which one is not |
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Multiple dynamic light sources, all light can be moved around free at every time
Diffuse light model, is the light which is not the specular part, different models for different materials can be selected, e.g. plastic, metal, etc.
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Phong light model, the specular part of the light model, several different models for different materials here too |
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Multiple shadows, each lightsource causes a shadow |
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Phong intensity mapping, defines the intensity of the specular by a texture pixel, so the phong intensity can be different in a single primitive |
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Procedural bump mapping, an angle texture which defines the displacement of the surface for the lights |
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Light Mapping, defines the color of the light as a light texture projection on a sphere to the lightsource |
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Transparency, object can be transparent |
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Transparency mapping, a texture defines which part of the surface is transparent, and which is not |
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Procedural refraction mapping, refraction which is define by a procedural texture |
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Reflections, everything can cause reflection and receive reflection |
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Reflection mapping, a texture which defines per pixel if there is reflection or not |
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Object glow mapping, which can be defined by a color-texture |
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Line lights, light sources doesnt have to be a point light, the could be a line light
Area lights, or an area light
Volume lights, or a volume light
Soft shadows, which means there will be real soft shadows
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Volumetric light spaces, 3D-voxel spaces can be used as a 3D.visible lightspace |
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Steamy lights, inside visible lights, shadows can be casted to get steamy lights |
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Boolean Algebra, Object Exclusion |
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Boolean Algebra, Object Intersection |
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Boolean Algebra, Object Semi Intersection |
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Anti alias |
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Depth of field |
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| Latest Features (August 2002) |
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Shadow Projection, transparent Object cause textured shadows |
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Steamy Shadow Projection, transparent Object cause textured steamy lights |
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Texture Bump Mapping, bumpmaps influenced by all light sources and reflections |
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Bilinear Texture Filtering
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