Scene #1 (128x96)
320x240 - 800x600

Scene #1

Scene #2 (128x96)
320x240 - 800x600

Scene #2

Twin Peaks (128x96)
320x240 - 800x600

Twin Peaks

Spiral Cone (128x96)
320x240 - 800x600

Spiral Cone

X(U,V) = Sin(12·U) · (U + V)
Y(U,V) = Cos(12·U) · (U + V)
Z(U,V) = 2.5 · (U + V)
U = [0.0 ... π] ~ V = [-0.1 ... 0.1]
Spiral Ball (128x96)
320x240 - 800x600

Spiral Ball

X(U,V) = Sin(12·U) · Sin(U + V)
Y(U,V) = Cos(12·U) · Sin(U + V)
Z(U,V) = Cos(U + V)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
Spiral Ball + Sphere (128x96)
320x240 - 800x600

Spiral Ball + Sphere

X(U,V) = Sin(12·U) · Sin(U + V)
Y(U,V) = Cos(12·U) · Sin(U + V)
Z(U,V) = Cos(U + V)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
Double Spiral Ball (128x96)
320x240 - 800x600

Double Spiral Ball

X(U,V) = Sin(12·U) · Sin(U + V)
Y(U,V) = Cos(12·U) · Sin(U + V)
Z(U,V) = Cos(U + V)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
Spiral Variable Ball (128x96)
320x240 - 800x600

Spiral Variable Ball

B = 1.1 - Abs(U - π/2) / (π/2)
X(U,V) = Sin(12·U) · Sin(U + V·B)
Y(U,V) = Cos(12·U) · Sin(U + V·B)
Z(U,V) = Cos(U + V·B)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
Spiral Variable Ball + Sphere (128x96)
320x240 - 800x600

Spiral Variable Ball + Sphere

B = 1.1 - Abs(U - π/2) / (π/2)
X(U,V) = Sin(12·U) · Sin(U + V·B)
Y(U,V) = Cos(12·U) · Sin(U + V·B)
Z(U,V) = Cos(U + V·B)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
BiColor Spiral Variable Ball (128x96)
320x240 - 800x600

BiColor Spiral Variable Ball

B = 1.1 - Abs(U - π/2) / (π/2)
X(U,V) = Sin(12·U) · Sin(U + V·B)
Y(U,V) = Cos(12·U) · Sin(U + V·B)
Z(U,V) = Cos(U + V·B)
U = [0.12 ... 3.02] ~ V = [-0.12 ... 0.12]
Egg (Deformed Sphere) (128x96)
320x240 - 800x600

Egg (Deformed Sphere)

F = (4 - Cos(V)) / 5
X(U,V) = Cos(U) · (Sin(V) · F)
Y(U,V) = Sin(U) · (Sin(V) · F)
Z(U,V) = Cos(V)
U = [-π ... π] ~ V = [0 ... π]
Spiral Egg (128x96)
320x240 - 800x600

Spiral Egg

F = (4 - Cos(V)) / 5
X(U,V) = Sin(16·U) · (Sin(U + V) · F)
Y(U,V) = Cos(16·U) · (Sin(U + V) · F)
Z(U,V) = Cos(U + V)
U = [0.1 ... 3.04] ~ V = [-0.1 ... 0.1]
Spiral Egg + Plain Egg (128x96)
320x240 - 800x600

Spiral Egg + Plain Egg

F = (4 - Cos(V)) / 5
X(U,V) = Sin(16·U) · (Sin(U + V) · F)
Y(U,V) = Cos(16·U) · (Sin(U + V) · F)
Z(U,V) = Cos(U + V)
U = [0.1 ... 3.04] ~ V = [-0.1 ... 0.1]
Drop (128x96)
320x240 - 800x600

Drop

F = (1 - Cos(V)) / 2
X(U,V) = Sin(16·U) · (Sin(U + V) · F)
Y(U,V) = Cos(16·U) · (Sin(U + V) · F)
Z(U,V) = Cos(U + V)
U = [-π ... π] ~ V = [0.0 ... π]
Rain (128x96)
320x240 - 800x600

Rain

F = (1 - Cos(V)) / 2
X(U,V) = Sin(16·U) · (Sin(U + V) · F)
Y(U,V) = Cos(16·U) · (Sin(U + V) · F)
Z(U,V) = Cos(U + V)
U = [-π ... π] ~ V = [0.0 ... π]
Drip (128x96)
320x240 - 800x600

Drip

F = (1 - Cos(V)) / 2
X(U,V) = Sin(16·U) · (Sin(U + V) · F)
Y(U,V) = Cos(16·U) · (Sin(U + V) · F)
Z(U,V) = Cos(U + V)
U = [-π ... π] ~ V = [0.0 ... π]
Wave5 (128x96)
320x240 - 800x600

Wave 5

X(U,V) = Sin(U) · V
Y(U,V) = Cos(U) · V
Z(U,V) = Cos(5·U) · 0.1
U = [0.0 ... 2·π] ~ V = [0.6 ... 1.0]
Wave6 (128x96)
320x240 - 800x600

Wave 6

X(U,V) = Sin(U) · V
Y(U,V) = Cos(U) · V
Z(U,V) = Cos(6·U) · 0.1
U = [0.0 ... 2·π] ~ V = [0.6 ... 1.0]
Wave8 (128x96)
320x240 - 800x600

Wave 8

X(U,V) = Sin(U) · V
Y(U,V) = Cos(U) · V
Z(U,V) = Cos(8·U) · 0.1
U = [0.0 ... 2·π] ~ V = [0.6 ... 1.0]
Moebius (128x96)
320x240 - 800x600

Moebius Ribbon

X(U,V) = Cos(V) · (1 + Cos(V/2) · U)
Y(U,V) = Sin(V) · (1 + Cos(V/2) · U)
Z(U,V) = Sin(V/2) · U + 0.4 · Sin(2·V)
U = [-0.2 ... 0.2] ~ V = [0.0 ... 2·π]
Moebius Colored (128x96)
320x240 - 800x600

Moebius Ribbon (Colored)

X(U,V) = Cos(V) · (1 + Cos(V/2) · U)
Y(U,V) = Sin(V) · (1 + Cos(V/2) · U)
Z(U,V) = Sin(V/2) · U + 0.4 · Sin(2·V)
U = [-0.2 ... 0.2] ~ V = [0.0 ... 2·π]
Nautilus #1 (128x96)
320x240 - 800x600

Nautilus #1

R = 2(U/5)
X(U,V) = Sin(U) · (R · (1 + Cos(V) · 0.47))
Y(U,V) = Cos(U) · (R · (1 + Cos(V) · 0.47))
Z(U,V) = R · Sin(V) · 0.47
U = [-5.0 ... 30.0] ~ V = [-π ... π]
Nautilus #2 (128x96)
320x240 - 800x600

Nautilus #2

R = 2(U/5)
X(U,V) = Sin(U) · (R · (1 + Cos(V) · 0.47))
Y(U,V) = Cos(U) · (R · (1 + Cos(V) · 0.47))
Z(U,V) = R · Sin(V) · 0.47
U = [-5.0 ... 30.0] ~ V = [-π ... π]
Screw (128x96)
320x240 - 800x600

Screw

X(U,V) = Sin(2·U) · V
Y(U,V) = Cos(2·U) · V
Z(U,V) = U
U = [-0.25 ... 9.75] ~ V = [1.0 ... 5.0]
Goblet (128x96)
320x240 - 800x600

Goblet

R = (((U - 6) · U + 2) · U -1) / 20 - 0.07 / (U + 0.5)
X(U,V) = R · Sin(V)
Y(U,V) = R · Cos(V)
Z(U,V) = U
U = [-0.43 ... 4.33] ~ V = [-π ... π]
Coil (128x96)
320x240 - 800x600

Coil

X(U,V) = Sin(U) · (1 + 0.3 · Sin(V))
Y(U,V) = Cos(U) · (1 + 0.3 · Sin(V))
Z(U,V) = U/7 + 0.3·Cos(V)
U = [1.4 ... 30.0] ~ V = [-π ... π]
Sweep #1 (128x96)
320x240 - 800x600

Sweep #1

X = Cos(U) + B · Cos(A · U)
Y = Sin(U) + B · Sin(A · U)
Dx = Neg(Sin(U) + A · B · Sin(A · U))
Dy = Cos(U) + A · B · Cos(A · U)
L = Sqtr(Dx·Dx + Dy·Dy)
X(U,V) = X + Dy · (Cos(V) · R / L)
Y(U,V) = Y - Dx · (Cos(V) · R / L)
Z(U,V) = Sin(V) · R
U = [-π ... π] ~ V = [-π ... π] A = 5 ~ B = 0.6 ~ R = 0.3
Sweep #2 (128x96)
320x240 - 800x600

Sweep #2

A = 5 ~ B = 1 ~ R = 0.3
Sweep #3 (128x96)
320x240 - 800x600

Sweep #3

A = -5 ~ B = 0.6 ~ R = 0.2
Sweep #4 (128x96)
320x240 - 800x600

Sweep #4

A = -3 ~ B = 1.0 ~ R = 0.3
Sweep #5 (128x96)
320x240 - 800x600

Sweep #5

A = 6 ~ B = 0.5 ~ R = 0.2
Quadric 3.0 (128x96)
320x240 - 800x600

Quadric 3.0

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X(U,V) = Quadric(Cos(U) · Sin(V), 3.0)
Y(U,V) = Quadric(Sin(U) · Sin(V), 3.0)
Z(U,V) = Quadric(Cos(V), 3.0)
U = [-π ... π] ~ V = [0.0 ... π]
Twisted Quadric 3.0 (128x96)
320x240 - 800x600

Twisted Quadric 3.0

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X = Quadric(Cos(U) · Sin(V), 3.0)
Y = Quadric(Sin(U) · Sin(V), 3.0)
Z = Quadric(Cos(V), 3.0)
W = Z · π/2
X(U,V) = X · Cos(W) + Y · Sin(W)
Y(U,V) = X · Sin(W) - Y · Cos(W)
Z(U,V) = Z
U = [-π ... π] ~ V = [0.0 ... π]
Quadric 5.0 (128x96)
320x240 - 800x600

Quadric 5.0

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X(U,V) = Quadric(Cos(U) · Sin(V), 5.0)
Y(U,V) = Quadric(Sin(U) · Sin(V), 5.0)
Z(U,V) = Quadric(Cos(V), 5.0)
U = [-π ... π] ~ V = [0.0 ... π]
Quadric 0.33 (128x96)
320x240 - 800x600

Quadric 0.33

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X(U,V) = Quadric(Cos(U) · Sin(V), 0.33)
Y(U,V) = Quadric(Sin(U) · Sin(V), 0.33)
Z(U,V) = Quadric(Cos(V), 0.33)
U = [-π ... π] ~ V = [0.0 ... π]
Quadric 0.20 (128x96)
320x240 - 800x600

Quadric 0.20

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X(U,V) = Quadric(Cos(U) · Sin(V), 0.20)
Y(U,V) = Quadric(Sin(U) · Sin(V), 0.20)
Z(U,V) = Quadric(Cos(V), 0.20)
U = [-π ... π] ~ V = [0.0 ... π]
Quadric 0.125 (128x96)
320x240 - 800x600

Quadric 0.125

Quadric(X, Y) = Sign(X) · (Abs(X)Y)
X(U,V) = Quadric(Cos(U) · Sin(V), 0.125)
Y(U,V) = Quadric(Sin(U) · Sin(V), 0.125)
Z(U,V) = Quadric(Cos(V), 0.125)
U = [-π ... π] ~ V = [0.0 ... π]
CCircle #1 (128x96)
320x240 - 800x600

CCircle #1

X(U,V) = Sin(U)
Y(U,V) = Cos(V)
Z(U,V) = Cos(U) + Sin(V)
U = [0.0 ... 2·π] ~ V = [0.0 ... 2·π]
CCircle #2 (128x96)
320x240 - 800x600

CCircle #2

X(U,V) = Sin(U)
Y(U,V) = Cos(V)
Z(U,V) = Cos(U) + Sin(V)
U = [0.0 ... 2·π] ~ V = [0.0 ... 2·π]
Crest (128x96)
320x240 - 800x600

Crest

X(U,V) = U + Cos(U)
Y(U,V) = V + Cos(V)
Z(U,V) = 0.5 · (1 - Sin(U)) · (1 - Sin(V))
U = [-4·π ... π] ~ V = [-4·π ... π]
Bilinear Patch (128x96)
320x240 - 800x600

Bilinear Patch

F(U,V) = (1-U)·(1-V)·P00 + (1-U)·V·P01 + U·(1-V)·P10 + U·V·P11
P00 = 0.1 ~ P01 = -0.1 ~ P10 = -0.1 ~ P11 = 0.3
U = [0.0 ... 1.0] ~ V = [0.0 ... 1.0]
Bilinear Height (128x96)
320x240 - 800x600

Bilinear Patch with Height Lines

F(U,V) = (1-U)·(1-V)·P00 + (1-U)·V·P01 + U·(1-V)·P10 + U·V·P11
P00 = 0.3 ~ P01 = -0.3 ~ P10 = -0.3 ~ P11 = 0.9
U = [0.0 ... 1.0] ~ V = [0.0 ... 1.0]
CosCos (128x96)
320x240 - 800x600

CosCos

F(U,V) = Cos(U) · Cos(V)
U = [-2·π ... 2·π] ~ V = [-2·π ... 2·π]
Splash #1 (128x96)
320x240 - 800x600

Splash #1

R = Sqrt(U·U + V·V)
F(U,V) = Sin(R) - Sin(3R)/3 + Sin(5R)/5 - Sin(7R)/7 + Sin(9R)/9
U = [-2.0 ... 2.0] ~ V = [-2.0 ... 2.0]
Splash #2 (128x96)
320x240 - 800x600

Splash #2

R = Sqrt(U·U + V·V)
F(U,V) = Sin(R) - Sin(3R)/3 + Sin(5R)/5 - Sin(7R)/7 - Sin(9R)/9
U = [-2.0 ... 2.0] ~ V = [-2.0 ... 2.0]
Splish (128x96)
320x240 - 800x600

Splish

R = Sqrt(U·U + V·V)
F(U,V) = 8 · Sin(R) / R
U = [-20.0 ... 20.0] ~ V = [-20.0 ... 20.0]
Wave 8 - Epiped Level 3 (128x96)
320x240 - 800x600

Wave 8 - Epiped Level 3

Wave 8 - Epiped Level 4 (128x96)
320x240 - 800x600

Wave 8 - Epiped Level 4

Wave 8 - Epiped Level 5 (128x96)
320x240 - 800x600

Wave 8 - Epiped Level 5

Wave 8 - Epiped Level 6 (128x96)
320x240 - 800x600

Wave 8 - Epiped Level 6

Wave 8 - Epiped Level 7 (128x96)
320x240 - 800x600

Wave 8 - Epiped Level 7

Wave 8 - Epiped Leaf (128x96)
320x240 - 800x600

Wave 8 - Epiped Leaf

Gobblet - Epiped Level 3 (128x96)
320x240 - 800x600

Gobblet - Epiped Level 3

Gobblet - Epiped Level 6 (128x96)
320x240 - 800x600

Gobblet - Epiped Level 6

Gobblet - Epiped Level 9 (128x96)
320x240 - 800x600

Gobblet - Epiped Level 9

Gobblet - Epiped Leaf (128x96)
320x240 - 800x600

Gobblet - Epiped Leaf