Metin asked,
"Do you also remember Aegis Videoscape? It was a filled-3D-vectors renderer, not a 3D ray-tracer, but it could render almost in realtime back in those days, making it a fabulous tool for 3D animation in the early years. There was this cool demo featuring a red 3D Lotus Esprit, with lots of camera switching."
I do remember Videoscape, but never used it-- as I only had the Amiga on loan for Sculpt3D.
As I recall, the "vector rendered" algorithms used a z-depth sort calculating the center of a given polygon and frequently had problems showing polygons in the correct depth sort order. Fast, but unfortunately sometime not very accurate. Super3D on the Mac had the both a pixel based sort algorithm along with the polygon based sort algorithm. It was fast, but perhaps not as fast as Videoscape. That said, at the time, many animated solutions used a frame buffer approach where they would stuff as many images as possible into available video ram and then play them back as possible. The smarter ones used temporal compression where they only stored diff pixels from one screen to the next.
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