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CPU-rendered - zero external assets

Small physics scenes, ray-traced one pixel at a time.

Nine self-contained vignettes. Each is a pure-C# Sim(t) function feeding a from-scratch CPU tracer - Gerstner ocean waves, Arrhenius glass viscosity, blackbody metal glow, Coulomb traction on a snowmobile - baked to a looping GIF straight off the software renderer. No GPU, no engine, no image files: just math, geometry, and a palette.

9
scenes
540 px
software-traced loops
0
shaders / GPU calls
100%
.NET BCL only

How it works

A pure function from time to pixels.

Every vignette is the same shape: a deterministic Sim(t) advances the physics for a phase in the loop, a from-scratch CPU ray tracer shades the resulting geometry, and the frames are written straight to a GIF. No graphics API, no shading language, no third-party library - the renderer, the BVH, the blackbody curves and the palette are all hand-written against the .NET base class library. The loops here are downscaled to 540 px and trimmed in frame count so the gallery stays light; the source scenes render larger.

The self-tests behind each scene assert the physics, not the picture: avalanche acceleration equals g(sin - mu cos), aero drag grows with the square of speed, telescope FOV narrows exactly with magnification, and every loop is continuous at its seam.