Ray Tracing: Accurately calculates reflections and refractions.
Adaptive multisampling based antialiasing.
It has been used to create effects for logos, intro animations, and other projects.
As of February 2013, a brand new version is actively under development. I've rewritten it from scratch, to add rendering layers, particles, multithreaded rendering, complex shaders including color, bump, specular, and reflection-mapping, stochastic multisampling for smooth shadows and blurred reflections, and hopefully focal and motion blur. Additionally, it will include several optimizations that will speed up rendering considerably. Finally, I'm looking into a game-engine mode, that will allow you to literally switch rendering between high-quality ray traced images to live hardware accelerated OpenGL. Stay tuned for more updates!
I wrote a fully featured 3D game engine from scratch in C++, using OpenGL for rendering. It was developed while I was working for East Art Rainbow, a television broadcast company that creates game shows and video effects for live national and satellite television.
Some of the features of the engine include:
Full 2D and 3D views.
Lighting and material settings.
Cubic spline powered camera and object motion for extremely smooth movement.
Polygonal mesh importing from Maya and 3D Studio Max.
Fully featured particle system to support fire, smoke, explosions, fireworks, sparks, and glitter effects.
Active sky maps with moving clouds.
Numerous special effects for displaying and revealing images and logos on billboards, walls, in the sky, on waving flags, etc.
Integration with DirectShow to render videos onto OpenGL textures.
2D (texture-based) and 3D Unicode font rendering with additional image processing effects such as glow.
Stereo sound mixing with configurable event-driven audio and background music.
Layers, HUD, transparency, and fading effects.
Multithreaded streaming of textures from disk.
Below are some screenshots from the award winning "Well Game" that I wrote for television: