wavelength-based thinfilm interference

I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask – bummer). It is kinda “the real deal”: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power distributions and thickness. I might have more results soon, so far these images below have to do:

Alien, smooth surface, film: 400nmAlien, semi-rough surface, film: 340nmAlien, rough surface, film: 430nm

Besides I still have other work todo, writing down my ph.d thesis…

2 thoughts on “wavelength-based thinfilm interference

  1. Pingback: Skybox from Screen-aligned quad + Cubemap | numb3r23

  2. Pingback: Spectral Rendering on the GPU – now with bumps | numb3r23

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