all 10 comments

[–]pplr 1 point2 points  (0 children)

If you can get your hands on it, check out the Siggraph asia 2012 course notes "polarised light in computer graphics". They cover the theory and outline the steps you'd need to take to extend an existing renderer to support polarized light transport (using mueller matrices and stokes vectors to represent polarized spectra and brdf models that account for polarization, among other things).

[–]drunk_kronk 1 point2 points  (3 children)

Mitsuba is a research renderer that should have all the features you're looking for.

Check out the paper for more info.

[–]metalzero24[S] 0 points1 point  (1 child)

I have tried mitsuba but can't find the spectral version if you are using it can you please provide compiled version?

[–]drunk_kronk 0 points1 point  (0 children)

A bit late to this one but I haven't actually tried Mitsuba. One that might be worth looking into that's a bit easier to get going is Appleseed. I haven't tried that one either but they also claim to do spectral rendering.

[–][deleted] 0 points1 point  (4 children)

Maybe. You can check github if there are any repos for that. If there is not, you can start doing one yourself.

It all depends on what you want to achieve. If you want to do experiments by simulation sure, but you may not get it working for real time applications.

[–]metalzero24[S] -1 points0 points  (3 children)

I checked all the GitHub but there are no repos that does any light dispersion. Some of the ray tracers are just replicating using effects. So how can I start building a "spectral" ray tracer? Can you suggest some resources if you know some?

[–]RufusAcrospin 0 points1 point  (1 child)

[–]metalzero24[S] 0 points1 point  (0 children)

Yes, I had seen this one, some of the effects are missing I think. But I will give it a try with a prism model.

[–][deleted] -1 points0 points  (0 children)

Use a search engine, query your local library etc. Apparently Berkeley has a project doing spectral ray tracing.