Re:A Generalized Ray Formulation for Wave-Optics Rendering
by amluto on Tuesday April 04, 2023 @03:18PM
(#35444616)
> Perhaps in the middle of the object. Near the edges it probably breaks down.
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.
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”:
https://openmoonray.org/about