Real-time software rasterization - no GPU
Triangles, filled and depth-tested, on the CPU
Every scene below is drawn without a graphics card. A software rasterizer projects each triangle to the screen once, fills only the pixels it covers, and resolves who is in front with a per-pixel z-buffer - the O(covered pixels) path, not the ray-per-pixel one the offline renderers walk. The spinning box holds roughly two thousand frames a second on a single core; the four-camera halls run all four live viewports, a shared sun shadow map, and a planar floor mirror well past three hundred frames a second. Physics ticks on a fixed 120 Hz clock so the motion is reproducible; the renderer only shows what the simulation decided. Written in plain C# against the .NET base class library - no GPU, no game engine, no shader, and no image files on this page except the frames the program rendered.