Scenes are rendered directly into a window that can be of arbitrary size. The window size is determined by the image resolution as specified in the build function. The amount of memory available for the off-sceen pixel map determines the maximum resolution. Large windows can be scrolled while rendering is underway. The scene is rendered using an adaptive buffering algorithm where the number of pixels buffered into the windows depends on the rendering speed. This varies from large blocks for fast scenes a single pixel for slow scenes. The ray tracers are multi-threaded so that they don't tie up your machine, but the current version doesn't support symmetric multi-processing. They are therefore unable to utilize multiple cores. The rendering time is displayed at the bottom of the window. Only machine cycles that are actually used for the ray tracing are counted. This is a useful feature if you want to experiment with different implementation and programming techniques, and compare speeds. Rendered scenes can be saved as JPEG, TIFF, BMP, and PNG files, and the ray tracers can also open files in these formats. Currently, only default JPEG files can be saved, which are low quality. You should read the licensing conditions before using the software.