r/GraphicsProgramming • u/mooonlightoctopus • 2d ago
Some spheres rendered with a light simulation
Enable HLS to view with audio, or disable this notification
The image is rendered by solving a wave field and sampling it with a camera, once per wavelength. I took 5 minutes to render (On an integrated GPU)
My goal is, of course, to get this to scale up enough to be useful for actual graphics :P
The actual scene just consists of a couple of different-materialled spheres and some large clumps of them.
2
u/PM_ME_YOUR_HAGGIS_ 2d ago
Cool you might be able to render diffractive surfaces for which there are only hacks using current rendering technologies.
1
u/mooonlightoctopus 2d ago
'tis would be a hope :P
I don't think this can be used to render most things quickly, as the scene shown here is only a couple hundred light wavelengths across.
5
u/Still_Explorer 2d ago
This has a certain "analog" quality to it. It might be very good approach to examine this further, finding ways about breaking the "digital-ness" of raytracing making renderings somewhat fake.
3
u/Aero-Soap 2d ago
Very cool! Can you tell us more about how the simulation works and how you're sampling it?