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Spectral Ray Tracing

292 点作者 earslap大约 1 年前

18 条评论

DevOfNull大约 1 年前
If anyone wants to make their own: The free e-book Ray Tracing Gems II [1] covers realtime GPU ray tracing with modern APIs and hardware acceleration, and has a chapter about spectral rendering (Chapter 42: Efficient spectral rendering on the GPU for predictive rendering).<p>[1] <a href="https:&#x2F;&#x2F;www.realtimerendering.com&#x2F;raytracinggems&#x2F;rtg2&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.realtimerendering.com&#x2F;raytracinggems&#x2F;rtg2&#x2F;</a>
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dagmx大约 1 年前
Some examples of Spectral ray tracers<p>Mitsuba is an open source research renderer with lots of cool features like differentiable rendering. <a href="https:&#x2F;&#x2F;www.mitsuba-renderer.org&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.mitsuba-renderer.org&#x2F;</a><p>Maxwell has two spectral modes of varying accuracy. The more complex method is often used for optics. <a href="https:&#x2F;&#x2F;maxwellrender.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;maxwellrender.com&#x2F;</a><p>Manuka by Wētā FX is spectral and has been used in several feature films <a href="https:&#x2F;&#x2F;dl.acm.org&#x2F;doi&#x2F;10.1145&#x2F;3182161" rel="nofollow">https:&#x2F;&#x2F;dl.acm.org&#x2F;doi&#x2F;10.1145&#x2F;3182161</a> and <a href="https:&#x2F;&#x2F;www.wetafx.co.nz&#x2F;research-and-tech&#x2F;technology&#x2F;manuka" rel="nofollow">https:&#x2F;&#x2F;www.wetafx.co.nz&#x2F;research-and-tech&#x2F;technology&#x2F;manuka</a>
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lwander大约 1 年前
Author here. Waking up to seeing this on the front page with all the wonderful comments made my day! Thank you for sharing and reading
zokier大约 1 年前
Spectral rendering imho is good example how ray tracing in itself is not the end-game for rendering, it&#x27;s more just starting point. Occasionally I see sentiment that with real-time ray tracing rendering is a solved problem, but imho it&#x27;s far from truth.<p>Afaik most spectral rendering systems do not do (thin-film) interference or other wave-based effects, so that is another frontier. Reality has surprising amount of detail.
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sudosysgen大约 1 年前
A great spectral ray tracing engine is LuxRender : <a href="https:&#x2F;&#x2F;luxcorerender.org&#x2F;" rel="nofollow">https:&#x2F;&#x2F;luxcorerender.org&#x2F;</a> (the older one, that is - the newer LuxCore renderer does not have full spectral support)<p>Beyond the effects shown here, there are other benefits to spectral rendering - if done using light tracing, it allows you to change color, spectrum and intensity of light sources after the fact. It also makes indirect lighting much more accurate in many scenes.
6mian大约 1 年前
If you want to play with ray tracing implementation, it&#x27;s surprisingly easy to write one by yourself. There&#x27;s a great free book (<a href="https:&#x2F;&#x2F;raytracing.github.io&#x2F;books&#x2F;RayTracingInOneWeekend.html" rel="nofollow">https:&#x2F;&#x2F;raytracing.github.io&#x2F;books&#x2F;RayTracingInOneWeekend.ht...</a>) or, if you know a bit of Unity a very nice GPU-based tutorial (<a href="https:&#x2F;&#x2F;medium.com&#x2F;@jcowles&#x2F;gpu-ray-tracing-in-one-weekend-3e7d874b3b0f" rel="nofollow">https:&#x2F;&#x2F;medium.com&#x2F;@jcowles&#x2F;gpu-ray-tracing-in-one-weekend-3...</a>). The Unity version is easier to tinker with, because you have scene preview and other GUI that makes moving camera around so much easier. There are many implementations based of these sources if you don&#x27;t want to write one from scratch, although doing so is definitely worth it.<p>I spent some great time playing with the base implementation. Making the rays act as particles* that bend their path to&#x2F;away from objects, making them &quot;remember&quot; the last angle of bounce and use it in the next material hit etc. Most of them looked bad, but I still got some intuition what I was looking at. Moving the camera by a notch was also very helpful.<p>A lot of fun, great for a small recreational programming project.<p>* Unless there&#x27;s an intersection with an object, then set the maximum length of the ray to some small amount, then shoot many rays from that point around and for each hit apply something similar to the gravity equation. Of course this is slow and just an approximation, but it&#x27;s easy and you can implement a &quot;black hole&quot; type of object that will bend light in the scene.
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DiogenesKynikos大约 1 年前
If you want to go all the way, you have to track not only the wavelength of each ray, but also its polarization and phase. The situations in which these properties actually matter for human perception are rare (e.g., thin films and diffraction gratings), but they exist.
NBJack大约 1 年前
The beauty of mathematics and physics in action. I wonder if some of the tweaks made for the sake of beauty could be useful in other means of visualizations.<p>It also reminds me of a time that I was copying code from a book to make polyphonic music on an Apple II. I got something wrong for sure when I ran it, but instead of harsh noise, I ended up with an eerily beautiful pattern of tones. Whatever happy accident I made fascinated me.
mncharity大约 1 年前
Perhaps create hyperspectral (&gt;&gt;3 channels) images? I was exploring using them for better teaching color to kids by emphasizing spectra. Doing image[1] mouseover pixel spectra for example, to reinforce associations of colors-and-their-spectra. But hyperspectral images are rare, and their cameras traditionally[2] expensive. So how about synthetic hyperspectral images?<p>Perhaps a very-low-res in-browser renderer might be fast enough for interactively playing with lighting and materials? And perhaps do POV for anomalous color vision, &quot;cataract lens removed - can see UV&quot; humans, dichromat non-primate mammals (mice&#x2F;dogs), and perhaps tetrachromat zebra fish.<p>[1] <a href="http:&#x2F;&#x2F;www.ok.sc.e.titech.ac.jp&#x2F;res&#x2F;MSI&#x2F;MSIdata31.html" rel="nofollow">http:&#x2F;&#x2F;www.ok.sc.e.titech.ac.jp&#x2F;res&#x2F;MSI&#x2F;MSIdata31.html</a> [2] an inexpensive multispectral camera using time-multiplexed narrow-band illumination: <a href="https:&#x2F;&#x2F;ubicomplab.cs.washington.edu&#x2F;publications&#x2F;hypercam&#x2F;" rel="nofollow">https:&#x2F;&#x2F;ubicomplab.cs.washington.edu&#x2F;publications&#x2F;hypercam&#x2F;</a>
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geon大约 1 年前
I was thinking of implementing refraction in my distribution raytracer (stochastic, not parallel). <a href="https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Distributed_ray_tracing" rel="nofollow">https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Distributed_ray_tracing</a><p>I would randomly sample a frequency, calculate its color and use it to modulate ray color. I would have to scale the result by 3 to account for the pure refracted color being 1&#x2F;3 brightness.
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spacecadet大约 1 年前
Lovely. Not sure if the author would agree... There was much to love and hate about the nascent &quot;new aesthetic&quot; movement, but this demonstrates the best of that genre.
dantondwa大约 1 年前
I’d love to see more about the artworks the author shares at the end. The idea of creating renders of realities where light works differently from ours is fascinating.
raytopia大约 1 年前
Does anyone know if someone has attempted real time spectral rendering? I&#x27;ve tried finding information before but have never had any luck.
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Rayhem大约 1 年前
I would be very interested in seeing an error comparison of this technique against something like a full-wave PDE or integral equation solver. Demonstrating that the (fast) raytracing solution converges on the (slow) full-wave solution as e.g. the number of rays goes up is a <i>very</i> powerful statement.
uoaei大约 1 年前
Are there any good resources for spectral ray tracing for other frequencies of light, e.g. radio frequencies?
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philsnow大约 1 年前
&gt; I’ve been curious what happens when some of the laws dictating how light moves are deliberately broken, building cameras out of code in a universe just a little unlike our own. Working with the richness of the full spectrum of light, spectral ray tracing has allowed me to break the rules governing light transport in otherworldly ways.<p>This reminds me of diagnosing bugs while writing my own raytracer, and attempting to map the buggy output to weird&#x2F;contrived&#x2F;silly alternative physics
pseudosavant大约 1 年前
I&#x27;d love to understand the performance implications of modeling a spectral distribution instead of an RGB pixel for ray tracing.
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Hammershaft大约 1 年前
That animated artwork at the end is incredible. Thank you for the technical write up and the artwork!