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Real-time raytracing of functional representations

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Simple examples of how to render 3D surfaces and volumes defined with implicit functions through GLSL.

Functions(w/ optional gradients), materials and the actual rendering algorithm are split into different files loaded at run-time. If a gradient in symbolic form is not available an approximate gradient is computed using finite differences.

Originally developed with versions of OpenGL < 3.x and tested on NVIDIA only.

Some FRAPS-captured animations:

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