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Every time I see stuff like this it makes me think about optical design software. There are applications (Zemax, for example) that are used to design optical s
by crispyambulance 2y ago
Every time I see stuff like this it makes me think about optical design software.
There are applications (Zemax, for example) that are used to design optical systems (lens arrangements for cameras, etc). These applications are eye-wateringly expensive-- like similar in pricing to top-class EDA software licenses.
With the abundance GPU's and modern UI's, I wonder how much work would be involved for someone to make optical design software that blows away the old tools. It would be ray-tracing, but with interesting complications like accounting for polarization, diffraction, scattering, fluorescence, media effects beyond refraction like like birefringence and stuff like Kerr and Pockels, etc.
- amelius 2y agoI once saw a youtube video of a guy who first modeled a pinhole camera in something like Blender3D and then went on to design and simulate an entire SLR camera.
- Tomte 2y agohttps://youtu.be/YE9rEQAGpLw https://youtu.be/YE9rEQAGpLw
- amelius 2y agoThanks, but it was a different video. I remember he had a lot of problems with the pinhole camera because the small size of the pinhole meant that rays had trouble going into the box, so to speak, and thus he needed an insane amount of rays.
- hakonjdjohnsen 2y agoThis, very much this! I do research in a subfield of optics called nonimaging optics (optics for energy transfer, e.g. solar concentrators or lighting systems). We typically use these optical design applications, and your observations are absolutely correct. Make some optical design software that uses GPUs for raytracing, reverse-mode autodiff for optimization, sprinkle in some other modern techniques you may blow these older tools out of the water. I am hoping to be able to get some projects going in this direction (feel free to reach out if anyone are interested). PS: I help organize an academic conference my subfield of optics. We run a design competition this year [1,2]. Would be super cool if someone submits a design that they made by drawing inspiration from modern computer graphics tools (maybe using Mitsuba 3, by one of the authors of this book?), instead of using our classical applications in the field. [1] https://news.ycombinator.com/item?id=42609892 https://news.ycombinator.com/item?id=42609892 [2] https://nonimaging-conference.org/competition-2025/upload/ https://nonimaging-conference.org/competition-2025/upload/
- bradrn 2y ago> I am hoping to be able to get some projects going in this direction (feel free to reach out if anyone are interested). This does sound interesting! I’ve just finished a Masters degree, also in non-imaging optics (in my case oceanographic lidar systems). I have experience in raytracing for optical simulation, though not quite in the same sense as optical design software. How should I contact you to learn more?
- hakonjdjohnsen 2y agoInteresting! I added an email address to my profile now
- bradrn 2y agoGreat! I’ll send you an email now.
- accurrent 2y agoSounds a bit like https://github.com/mitsuba-renderer/mitsuba2 https://github.com/mitsuba-renderer/mitsuba2
- hakonjdjohnsen 2y agoYes, exactly. I have not looked at Mitsuba 2, but Mitsuba 3 is absolutely along these lines. It is just starting to be picked up by some of the nonimaging/illumination community, e.g. there was a paper last year from Aurele Adam's group at TU Delft where they used it for optimizing a "magic window" [1]. Some tradeoffs and constraints are a bit different when doing optical design versus doing (inverse) rendering, but it definitely shows what is possible. [1] https://doi.org/10.1364/OE.515422 https://doi.org/10.1364/OE.515422
- roflmaostc 2y agoShameless plug, we use Mitsuba 3/Dr.JIT for image optimization around volumetric 3D printing https://github.com/rgl-epfl/drtvam https://github.com/rgl-epfl/drtvam
- zokier 2y agoI'd imagine there is fairly wide gap between having a simulation engine core and an useful engineering application From academic side, I've found the work of Steinberg in this area extremely impressive. They are pushing the frontier to include more wave-optical phenomenon in the rendering. E.g. https://ssteinberg.xyz/2023/03/27/rtplt/ https://ssteinberg.xyz/2023/03/27/rtplt/
- fooker 2y agoWell, everyone who can build this niche software is already employed to build it.
- Q6T46nT668w6i3m 2y agoI think you’re overthinking this, e.g., Zemax’s optimization isn’t that different than the ray-tracing presented in this book. The sophistication truly comes from the users.
- crispyambulance 2y agoYeah, perhaps. But the heavy-hitters in this field all seem to have very old-timey UI's and out-of-this-world pricing. Meanwhile, raytracing for computer graphics on GPU's is soooo performant-- it makes me wonder how much work needs to be done to make the equivalent of KiCAD for optical design.
- fooker 2y agoYou're missing the point. The difficulty is not in the ray tracing, etc. It is in understanding the domain of the software and what needs to be done to make it useful. I completely agree that whatever simulation they have can be easily done better with modern GPUs.
- Q6T46nT668w6i3m 2y agoYou’d be surprised! Everywhere I’ve worked, academic or industry, typically writes their own simulation software. Sometimes it’s entirely handwritten (i.e., end-to-end, preprocessing to simulation to evaluation), sometimes it’ll leverage a pre-existing open source package. I imagine this will become more and more common if, for no other reason, you can’t back-propagate an OpticStudio project and open source automatic differentiation packages are unbeatable.
- lcrs 2y agoIf you're interested in the equivalent of "backprop through zemax" there are a few projects going on to jointly optimize optical designs with the image processing, e.g. check out: https://vccimaging.org/Publications/Wang2022DiffOptics/ https://vccimaging.org/Publications/Wang2022DiffOptics/
- lcrs 2y agoI've been working on something similar, although I'm more interested in replicating the effects of existing lenses than designing new ones: https://x.com/dearlensform/status/1858229457430962318 https://x.com/dearlensform/status/1858229457430962318 PBRT 3rd edition actually has a great section on the topic but it's one of the parts that wasn't implemented for the GPU (by the authors, anyway): https://pbr-book.org/3ed-2018/Camera_Models/Realistic_Cameras https://pbr-book.org/3ed-2018/Camera_Models/Realistic_Camera...
- echelon 2y agoI predict PBR is going to fall to neural rendering. Diffusion models have been shown to learn all of the rules of optics and shaders, and they're instructable and generalizable. It's god mode for physics and is intuitive for laypersons to manipulate. We're only at the leading edge of this, too.
- CyberDildonics 2y agoCan you link the neural rendering animation you're talking about with some info on the total rendering times without any precomputation?
- lightedman 2y ago" I wonder how much work would be involved for someone to make optical design software that blows away the old tools" Depending on use case, it already exists for gem cutters. We can simulate everything from RI to fluorescence excitation.
- liontwist 2y ago> eye-wateringly expensive For you. Anyone doing design and manufacturing of optics will not blink at paying for software.
- ska 2y agoThis is one example of an area where economic incentives make it difficult to shift. - There aren't that many people willing to pay for such software, but those that do *really* need it, and will pay quite a bit (passing that cost on of course). - The technical domain knowledge needed to do it properly is a barrier to many - It needs to be pretty robust As a result, you end up with a small handful of players who provide it. They have little incentive to modernize, and the opportunity cost for a new player high enough to chase most of them off to other avenues. I think the main way this changes is when someone has already spend the money in an adjacent area, and realized "huh, with a little effort here we could probably eat X's lunch" Beyond that you at most get toy systems from enthusiasts and grad students (same group?) ...