I originally designed T3D out of frustration with current rendering systems, which seemed unnecessarily optimized to either end of a scale ranging from fast and crude to slow and film-quality. I aimed for a design that could handle the full range from realtime gaming on a single CPU to hyperrealistic rendering using networked multiprocessor computers. Additionally, I planned to do as much as possible of this entirely in Perl! Sadly, my stock of tuits ran out before T3D reached a releaseable state, and by then the 3D graphics world had changed considerably . . . .