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Optics Lab 3D
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
4
Trace Depth Bounces
6
Camera Exposure
1.0
Camera FOV
55°
Import 3D Mesh
📥 Upload STL File
Supports Binary & ASCII models
Laboratory Telemetry
Hardware Performance
Triangles Traced:
--
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.
Model Material
Material Type
Diffuse
Mirror
Glass
Light
Material Albedo
Metal Roughness
0.00
Index of Refraction
1.52
Spectral Dispersion
0.050
Emission Brightness
10.0
•
SPACEBAR
: Toggle interface panels
•
N
: Toggle Bilateral Denoiser
•
RIGHT-CLICK DRAG
: Look around (Freecam)
•
W/A/S/D
: Fly Forward/Left/Backward/Right
•
E/Q
: Fly Up/Down
•
SCROLL ON CANVAS
: Fly Forward/Backward.
Optical Physics & Math
1. Perspective Camera & Ray Vector
Ray(t) = Cam_Pos + t · normalize(U·u + V·v + W)
Active Rays:
0
/ sec
2. Möller-Trumbore Ray-Triangle System
[t, u, v]^T = 1/(P·E₁) * [Q·E₂, S·P, Q·D]^T
Determines physical intersection with imported STL geometries
3. Cauchy Dispersion (Spectral Indices)
n(λ) = n₀ + δ · (λ - 0.5)
R (λ=0.0):
1.52
G (λ=0.5):
1.52
B (λ=1.0):
1.52
4. Schlick Fresnel Coefficient
R(θ) = R₀ + (1-R₀)(1-cos θ)⁵
Normal Reflectance R₀:
0.0425
5. Beer-Lambert Material Decay
I(d) = I₀ · exp(-μ · d)
Medium Decay Coefficient μ:
0.0012
6. 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