Graphics demo - CPU render board
The colour is solved, not painted
A curated best-of the strongest CPU-rendered graphics demos from the OnlyCSharp fleet: a from-scratch, pure-C# real-time-ish 3D engine where every pixel is ray-traced through real physics rather than composited from decals.
One engine, real physics. Every scene below is ray-traced on the CPU through a full linear-space Cook-Torrance PBR pipeline (sRGB-to-linear decode, GGX NDF + Smith geometry + Fresnel-Schlick, disc-sampled soft shadows, cosine-weighted AO, ACES tonemap, sRGB encode). Water is real smoothed-particle hydrodynamics with a Tait equation-of-state; air is a compressible Eulerian gas grid obeying the ideal-gas law (P = rho * R * T); motion is rigid-body dynamics with impulse collisions and Newtonian N-body gravity.
Zero engine dependencies. Nothing outside the .NET BCL. The only OnlyCSharp 1.7 reuse is the GIF byte-encoder, the seeded PCG32 RNG, and Perlin noise - never the maths, physics, or lighting, which are all original. Builds warnings-as-errors, 0/0, and every claim is backed by an in-engine self-test: all 30+ physics and lighting invariants pass green.