| -input <filename> | the input scene |
| -output <filename> | where the raytraced image should be saved |
| -size <width> <height> | the resolution of the output |
| -depth <filename> <t0> <t1> | where the depth visualization image should be saved, and the range of t values which should be represented with shades of grey |
| -normals <filename> | where the surface normal visualization image should be saved |
| -shade_back | perform lighting calculations for both sides of the objects default: light only the "front" side |
| -gui | previsualize this scene with OpenGL |
| -tessellation <num theta> <num phi> | resolution of sphere primitive polygonization in OpenGL previsualization |
| -gouraud | use gouraud interpolation to previsualize sphere primitives default: use flat (polygonal) shading |
| -bounces <num> | maximum number of bounces traced per eye ray |
| -weight <weight> | the recursive ray tree is pruned for branches which contribute less than this amount to the final pixel color |
| -grid <nx> <ny> <nz> | the size of the grid |
| -visualize_grid | visualize the occupied grid cells |
| -visualize_grid_count | OPTIONAL: visualize the number of elements per grid cell |
| key 'r' | render the scene |
| key 't' | visualize the ray tree for the pixel rotate the scene after pressing this button to see the ray tree |