- Objects: triangles and spheres
- Materials:
- Diffuse (absorption)
- Specular (reflection)
- Diffuse and specular (absorption and reflection)
- Glass (refraction and reflection)
- Direct illumination + constant indirect illumination
- Soft shadows (NxN light sources) according to the following light sources distribution:
- Uniform
- Jittered by stochastic sampling
- Anti-aliasing:
- Uniform 8x
- Jittered by stochastic sampling 2x, 4x, 8x, 16x, 64x
- Multithreading (processing and anti-aliasing)
- Triangles
- Depth buffer
- Direct illumination by interpolated pixel positions + constant indirect illumination