Wave Optics Kernel

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Wave Optics Kernel

Postby ValorCatStudios » Tue Mar 26, 2024 1:21 am

ValorCatStudios Tue Mar 26, 2024 1:21 am
https://youtube.com/@mandyxia8428?si=jyLOK4jYcdkD4ANj

Would LOVE to someday soon see a "Wave Optics" kernel in Octane! Can't think of anything more scientifically accurate than the literal simulation of light waves (Interference, diffraction, and polarization)!
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WaveBend.png
WaveHighlight.png
WaveOptx.png
WaveOptics.gif
Lightwave.gif
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Re: Wave Optics Kernel

Postby skientia » Tue Mar 26, 2024 11:07 pm

skientia Tue Mar 26, 2024 11:07 pm
ValorCatStudios wrote:scientifically accurate

No such thing as this, perhaps not even in distant future with quantum computing level of power, given how virtually infinitely intricate the reality is. Physically plausible is as far as any renderer can go, where renderer is referring to CGI production rendering software, unlike scientific oriented simulation software from and for laboratories that are purposed for research instead of commercial visualization / VFX.

However, this philosophy has always been in Octane's DNA, such as, but not limited to: spectral light transportation model, physically plausible material layering, features from the universal camera and technically, some unavailable features such as fluorescent, to only name a few.

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Re: Wave Optics Kernel

Postby Bulwerk » Wed Mar 27, 2024 2:37 pm

Bulwerk Wed Mar 27, 2024 2:37 pm
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Re: Wave Optics Kernel

Postby nuno1980 » Thu Mar 28, 2024 10:52 pm

nuno1980 Thu Mar 28, 2024 10:52 pm
We don't need this new kernel but yes the path tracing kernel is supported by birefringence (polarization... included but future), diffraction (future but available on Cinema 4D)... materials. :)
NOTE: I'm sorry for bad english due to mute ;)

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Re: Wave Optics Kernel

Postby ValorCatStudios » Thu Apr 04, 2024 7:04 pm

ValorCatStudios Thu Apr 04, 2024 7:04 pm
Polarization is only 1/3 component of the physical properties of lightwave interaction. Interference and diffraction also should have a tremendous effect on how light wraps around an object.

And I would argue scientific accuracy has been a major part of OTOY's DNA (I've watched every "state of otoy" video under the sun!)

L1: Direct lighting
L2: Spectral Brigade R&D
L3: Spectral Pathtracing
L4: Photon Tracing
L4: PMC (Metropolis Light Transport)
L5: ???? Wave Optics perhaps?

I love a diversity of options that literally no one else offers!!
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Re: Wave Optics Kernel

Postby skientia » Thu Apr 04, 2024 7:12 pm

skientia Thu Apr 04, 2024 7:12 pm
ValorCatStudios wrote:And I would argue scientific accuracy

As solely a terminology matter, and rather pedantic, a more appropriate wording would be "physically plausible / physical plausibility", as it must be emphasized that the software is not intended for actual scientists and labs (those do exist) but "3d image makers", essentially art and visual entertainment.

That said "DNA trait" is undeniably a strength and quality-of-life.
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Re: Wave Optics Kernel

Postby nuno1980 » Fri Apr 05, 2024 10:49 am

nuno1980 Fri Apr 05, 2024 10:49 am
ValorCatStudios wrote:...
L3: Spectral Pathtracing
L4: Photon Tracing
L4: PMC (Metropolis Light Transport)
L5: ???? Wave Optics perhaps?

I love a diversity of options that literally no one else offers!!
FALSE!

I correct your errors:
L3: PMC (for few various caustics missed - OR since v3.00 is caustics later than v2.25 at same S/px)
L4: Photon Tracing (for variable caustics (new) missed and/or glitched (learn - Variable caustics (new): Path Tracing vs Photon Tracing), if the glossy ground has roughness with less than 0.3 or 0.4)
L5: Path Tracing (spectral... included) (or Wave Optics? Dunno due to the lack of our test) but unfortunately we need very, very long number of samples per pixel with very long render time for very good caustics at our sun source. :)

L5 is highest realism of lighting level. :)
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Re: Wave Optics Kernel

Postby skientia » Fri Apr 05, 2024 12:09 pm

skientia Fri Apr 05, 2024 12:09 pm
nuno1980 wrote:FALSE!
I correct your errors

No error to correct as only the name of the Kernels were mentioned.

nuno1980 wrote:L5: Path Tracing (spectral... included) (or Wave Optics? Dunno due to the lack of our test) but unfortunately we need very, very long number of samples per pixel with very long render time for very good caustics at our sun source. :)

That's the nature of path tracing and the case for all uni-directional Monte Carlo path tracers.
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Re: Wave Optics Kernel

Postby nuno1980 » Fri Apr 05, 2024 3:05 pm

nuno1980 Fri Apr 05, 2024 3:05 pm
skientia wrote:No error to correct as only the name of the Kernels were mentioned.
But... I think @ValorCatStudios will make mistakes.

That's the nature of path tracing and the case for all uni-directional Monte Carlo path tracers.
Well, bidirectional path tracing (PT) is quick caustics but... indirect caustics aren't quick. Bidir PT is as faster as uni-directional PT for indirect caustics. ;)
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Re: Wave Optics Kernel

Postby skientia » Fri Apr 05, 2024 9:07 pm

skientia Fri Apr 05, 2024 9:07 pm
nuno1980 wrote:
skientia wrote:No error to correct as only the name of the Kernels were mentioned.
But... I think @ValorCatStudios will make mistakes.

That's prejudice and a bold assumption.

The discussion around caustics and PT is rather futile as Photon Tracing is available. It covers most end-user use cases in a relatively quite elegant and examplary way.
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