So a shader should be able to handle this, in a physics-based way, as long as the path tracer can handle the wavelength dependence in a reasonable manner.
Anyway, if someone asks you to make a physically correct rendering of a scene, would you reach for a shader?
How so? The results from Maxwell’s equations are valid at any angle of incidence. And, as noted, even the algorithm in this paper can’t model the edges of an object.
> Anyway, if someone asks you to make a physically correct rendering of a scene, would you reach for a shader?
Yes, absolutely.
To be clear, I’m not talking about a fragment shader in a traditional rasterizer. I’m taking about a shader that executes when a ray hits an object. As I recall, POV-Ray was fixed-function, albeit a rather flexible fixed function. Modern ray tracers, path tracers, etc have shaders.
Here’s a very modern one. Search for “shader”:
Yeah, but shaders are not known for their physical correctness which is a different goal.