| ▲ | cubefox an hour ago | |||||||
Apparently (from a layman's perspective) the difference between conventional RGB ray tracing and spectral ray tracing is this: RGB assumes all light sources consist of three RGB lights, where the brightness of red, green, and blue varies. E.g. a yellow light would always be a red and a green light. In contrast, spectral rendering allows light sources with arbitrary spectra. A pure yellow light (~580 nm) is different from a red+green light. The physical difference is this: If you shine, for example, a pure yellow light on a scene, everything looks yellow, just more or less dark. But if you shine a red+green (impure yellow) light on a scene, green objects will be green and red objects will be red. Not everything will appear as a shade of yellow. Conventional RGB rendering can only model the latter case. This means some light sources, like high-pressure sodium lamps, cannot be accurately rendered with RGB rendering: red and green surfaces would look too bright. (Also note that the linked post has also a part 1 and 3, accessible via "next/previous post" at the bottom.) | ||||||||
| ▲ | turnsout 37 minutes ago | parent [-] | |||||||
It also becomes important for rendering glass and other highly refractive substances. Some conventional RGB rendering engines can mimic dispersion, but with spectral rendering you get it "for free." | ||||||||
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