Graphics demo - split-screen chase loops
The escape that never resolves
Two cinematic endless near-escape split-screen loops - a snowmobile outrunning an avalanche and a surfer deep in a curling wave - each rendered with a pure-C# CPU ray tracer. Every visible motion is a real rigid-body plus fluid-proxy simulation stepped as a pure function of the frame index: no clock, no RNG in the render path, and the last frame seams to the first. The left panel is a real narrowed-FOV telescope (the optics genuinely zoom 3x, 10x, 20x); the right panel is the third-person cinematic chase.
The telescope is real optics
The left panel's zoom is not a post-scale of the image.
The pinhole camera's vertical FOV is narrowed via the thin-lens telescope relation
FOV = 2 * atan(tan(FOV0/2) / z) with a 46 degree base and magnification
z in {3, 10, 20}, so a 20x zoom captures a ~2.4 degree cone and the subject genuinely
fills the scope because fewer world-degrees map across the panel. A circular vignette,
black rim, tick-mark reticle, crosshair, chromatic edge fringe and zoom-scaled haze are
composited on top, plus deterministic hand and tripod jitter that grows with magnification
and fades to zero at the seam.