- Triangle intersection via extended Moller-trumbore
- Phong Shading
- Reflection + refraction
- KD tree + SAH
- Phong interpolation of normals and vertex materials
- Auto Threading
- Regular supersampling Antialiasing
- Cube mapping
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Distribution Ray tracing (Modified Path Tracing) + (new shader model (a different set of bells and whistles)) ++ Glossy specular ++ noisy reflection ++ scattered transmission ++ Jittered Super Sampling
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OBJ file loading
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Dealt with overlapping objects
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Cube maps contribute to ambient light