4 ms·
Pretty sure the 3rd edition already contained that, no? At that time (not sure if that's still the case now) the choice was a compile time option, iirc.
by V1ndaar 3y ago
Pretty sure the 3rd edition already contained that, no? At that time (not sure if that's still the case now) the choice was a compile time option, iirc.
- pixelesque 3y ago2nd edition did as well...
- mattpharr 3y agoIn the 4th edition, there's no support for RGB rendering--it's always and only spectral. And admittedly the spectral rendering option in earlier editions wasn't great. We didn't always correctly distinguish between illuminants and reflectances, used a fixed binning of wavelength ranges (vs stochastically sampling wavelengths), and had a fine-but-not-state-of-the-art RGB -> Spectrum conversion algorithm. All of that is much better / state of the art in the 4th edition.
- V1ndaar 3y agoOh, thanks a lot for the clarification! And thanks for the work on the book in general. :) I need to look into the changes then. The spectrum implementation of the 3rd version served as inspiration for an X-ray raytracer I've been working on.
- pixelesque 3y agoI've had a quick look in spectrum.cpp, but can't obviously find it: what uplifting method are you using now? Is it something similar to Wenzel and Jo's one, or Alex Wilkie's Sigmoid variation? Edit: ah: RGBSigmoidPolynomial...
- mensetmanusman 3y agoDoes any open source package like Blender support spectral rendering? Want to render dichroic glass :)
- dantondwa 3y agoFor Cycles, it’s in the works but it will take a while. You can use LuxCoreRenderer with Blender, though!
- ska 3y agoNice work! This was a (small) wart in previous. It's a great text, and remains one of my go-to examples when someone asks for examples of well executed technical book. I was only ever peripherally involved in this area as a but found myself revisiting the origin just because it was put together so cleanly.