• Quadric surfaces
-- the cylindrical tube in the scenes shown is one surface.
• Limited Constructive Solid Geometry.
• Refraction, reflection, and shadows.
• Depth attenuation of light in translucent objects.
• Surface waves on translucent and reflective surfaces.
• Cylindrical texture mapping.
• Real time manipulation of objects, holes and lights (including keyboard and mouse control).
• Collision detection and simple physics for the viewer's motion.
• 24 bit color.
On a Power Mac G3/300, these 320x192 images are generated at about 15 frames per second. I expect to increase the frame rate by a factor of two after fully optimizing (e.g., the inner loops are still in C, and many culling opportunities have yet to be implemented).
Download the Demo!
You can download the Convex Demo! It runs on a Power Macintosh only. A PC port will come soon. Memory requirements are minimal (about 2 MBytes), but you need a monitor that supports at least 16 bit color (24 bit color is recommended).
convexdemo.sit (553 kBytes) -- includes the demo, sample worlds and instructions.
screen shots -- a page of pictures taken from the demo worlds. Warning! This page is graphics-intensive.
The first ray-tracer I wrote was called "QuickRay." Although its graphic quality is far below that of Convex, it's still a nifty little application and in some ways a more developed one than Convex. It has a built in scene editor, simple dynamics and collision detection, and eleven pages of illustrated help accessible under the apple menu. I had a lot more free time in those days!
You can download QuickRay as well. Again, it requires a Power Macintosh. It actually requires more memory than Convex, about 4 MBytes (still quite minimal by today's standards). QuickRay will run in 8 bit color as well as 16 or 24, but again 24 bit color is recommended.
quickraydemo.sit (250 kBytes) -- includes the demo, sample worlds and instructions.
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