Features¶
Practical documentation: how to use each capability, which options exist, and where they live in the YAML format or the GUI.
The SDL2 window: mouse orbit, pan and zoom, keyboard shortcuts, every panel of the Dear ImGui control panel, the motion regulator and the AI denoiser.
Camera, settings, materials, geometry, procedural patterns, the visible flag, and the button that writes the camera back into the file.
Rectangle and sphere lights, hidden emitters, next event estimation, the light intensity and falloff controls, and the scene that shows what NEE buys.
The volume material: a scattering medium inside a mesh, shaped by procedural noise or by an OpenVDB density grid, with volumetric shadow rays.
Ten ray-marched signed distance primitives, from the torus to the mandelbulb, with rotation and named parameters, on both back-ends.
Wavefront meshes with MTL materials, smooth normals and UV textures; hardware triangles on OptiX, a per-triangle BVH on CUDA.
Equirectangular HDRI environments as the sky, cycled at runtime, stored as float16 textures with a binary disk cache; the OptiX interactive mode samples the sun directly (sky importance sampling).