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Comment by turnsout

1 year ago

Fantastic to see that this edition shifts away from an RGB model to spectral rendering. I hope every renderer follows suit!

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.

  • 2nd edition did as well...

    • In 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.

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How do you deal with materials in a spectral renderer? Use something like a gaussian for each rgb component?