Software rasteriser - no GPU, no libraries
A solar system drawn in plain C#
The eight planets are placed from real JPL-style ephemeris for a given date, lit by a single point-light at the Sun, shaded with a PBR IcoSphere material, set against a catalog of real stars, and tonemapped from HDR - every pixel computed on the CPU by code that touches nothing outside the .NET base library.
These are the offline 1.4 render apps (Cosmos, ModelDemo). Frames were baked fresh on a single desktop CPU in about 44 seconds.
Renders
Six scenes from the same engine
Each tile names the technique doing the work. GIFs loop; still frames are 1024px renders.
Method
Everything above is CPU-drawn
Planet positions come from an approximate ephemeris keyed on the calendar date, then compressed with a square-root radial scale so the inner planets do not vanish next to Neptune. Each body is an IcoSphere subdivided twice, tinted, and rasterised by a Pineda edge-function triangle filler into floating-point R, G and B planes. A single point-light at the Sun drives the physically-based shading; the result is Reinhard tonemapped back to 8-bit and packed to GIF or PNG.
The star field is a genuine catalog - direction, brightness and colour per star - projected through the same camera, with constellation line segments and deep-sky markers overlaid. The N-body clip drops the ephemeris entirely and integrates real gravity, so doubling Jupiter's mass visibly perturbs the other orbits. The model tiles prove the pipeline is not solar-system-specific: any STL loads, auto-frames itself and renders through the identical rasteriser.