STATUS:
SAMPLING
SAMPLES:
0 / 500
LEFT:
500
Optics Lab 2D
Cycles GL
Laboratory Presets
Newton's Slit
Parallel Lens
Cornell Box
Star Eclipse
Lattice Chaos
Glass Tunnel
Beer Filter
Waveguide TIR
Kaleidoscope
Cyber Alley
Empty Stage
Resolution Scaler
1.0x
Target Quality
500 SPP
Samples Per Frame
8
Trace Depth Bounces
8
Camera Exposure
1.0
Mouse as Light Source
Spawn Simulation Tool
▲ Glass Prism
⬭ Convex Lens
⬴ Concave Lens
▬ Mirror
☀️ Area Light
★ Star Core
⬤ Sphere Glass
█ Glass Block
Laboratory Telemetry
Hardware Performance
Framerate:
--
GPU Cycle Time:
-- ms
Millions of Rays / Sec:
-- MRPS
Color Grading Lookup
Standard ACES
Cyberpunk
Monochrome
Solar Sunset
Emerald Matrix
Cycles Denoiser pass
Denoiser preserves sharp borders while removing random noise. Active once rendering converges.
Inspector Parameters
Material Type
Diffuse
Mirror
Glass
Light
Material Albedo
Metal Roughness
0.00
Index of Refraction
1.50
Spectral Dispersion
0.050
Emission Brightness
10.0
Remove selected
Reset Stage
•
SPACEBAR
: Toggle full-screen art
•
D
: Toggle Bilateral Denoiser
• Hover over objects &
SCROLL
to rotate.
Optical Physics & Math
1. Ray-Tracing Equation
P(t) = O + t · D
Active Rays:
0
/ sec
2. Cauchy Dispersion (Spectral)
n(λ) = n₀ + δ · (λ - 0.5)
R (λ=0.0):
1.50
G (λ=0.5):
1.50
B (λ=1.0):
1.50
3. Schlick Fresnel Reflectance
R(θ) = R₀ + (1-R₀)(1-cos θ)⁵
Normal Reflectance R₀:
0.040
4. Beer-Lambert Absorption
I(d) = I₀ · e^{-μ · d}
Medium Decay Coefficient μ:
0.0012
5. Bilateral Edge-Preserving Filter
W_p = exp(-d_s²/(2σ_s²)) · exp(-d_c²/(2σ_c²))
Live Kernel: σ_s =
3.0
, σ_c =
0.15