- The very first screenshot ever (yes, it has had fully-dynamic shadows since day 1)
- A triad of early shaders
- The Solace logo (accept no imitations)
- Some motion blur (and some more)
- A scene being edited live
- Lots of shadows being cast (runs at 5fps on a midrange workstation!)
- Bright and shiny objects
- A different view of the massive shadow-casting scene
- and another one
- moody lighting
- An odd shader in effect (it looks reflective, but it's not; instead, it's abusing the programmability of the rendering pipeline to draw transparent objects when opaque objects are expected, causing the opacity of the object to be affected by the number of shadows cast)
- A dense scene, rendered without shadows and with shadows; also, in wireframe with the occlusion buffer turned on and off. Also, just for the hell of it, I made an XLib rendering backend a while back.
- A different way to do cartoon shading (the usual method is on the right) - it doesn't look as good, but it's a lot faster, and doesn't require shadows for the shading. It abuses specular hilights. :)
- Visible shadow volumes in wireframe rendering mode
- Shaders associated with shadows: badly-faked smoky room lines on shadow boundaries
- More shaders associated with shadows: The light on the left applies a toon shader, while the light on the right is normal; all of the spheres and the rod have the same object shader. one view another view newer version of the geometry
- Lighting stress-test; totally dynamic scene with 35 moving lights, running at 20fps: one view another view (with some geometry dynamically downsampled to maintain the framerate) full scene