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## Frep GPU Volume Renderer
I implemented an frep volume renderer using GSLS shaders in Mods.
### First Trial
Here is an example of an frep program in Mods.
- Mods Program:
- Height Map Shading:
- Slice:
### Rendering and Visualization
Then, the next step was to improve the visualization and rendering styles. Here is a preview of what is implemented so far.
- Height Map
- Density (XRay)
- Surface Normals
- [Lambertian Shading](https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/diffuse-lambertian-shading)
- [Specular Reflections](https://www.alanzucconi.com/2016/07/01/surface-shading/)
- Variable Lighting
### Mods Mini Viewer
### Axes and Grid Helper
I added a grid helper and axis to help with scale and orientation while designing.
### Adaptive Rendering
### Handling Complexity
By separating the calculation and the lighting calculation into two different shaders I was able to drastically improve the zoom/pan performance for complex models.
### Future Steps
- Parse expressions as trees
- Remove duplicate expressions (tree pruning)
- Use bounding boxes to optimize rendering of systems and assemblies
- Animation Pipeline