STATUS:
SAMPLING
SAMPLES:
0 / 500
LEFT:
500
Optics Lab 2D
Cycles GL
Laboratory Presets
Newton
Lenses
Cornell
Eclipse
Lattice
Tunnel
Filters
Wave
Maze
Cyber
Fiber
Prism
Cavity
Rings
Aberrat
Split
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
☀️ Area Light
🔦 Spot Light
🔴 Laser Beam
▬ Mirror Flat
▲ Glass Prism
█ Glass Block
⬭ Convex Lens
⬴ Concave Lens
⬤ Sphere Glass
★ Diffuse Star
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
Light Emitter Type
Area
Spot
Laser
Material Color (Tint / Light)
Spot Beam Spread
45°
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.
• Hover over objects &
SHIFT+SCROLL
to scale.
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