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:
Besides I still have other work todo, writing down my ph.d thesis…
I just uploaded my SpectralLibrarian to github.com:
It’s written in C# and allows you to create, edit and manage spectral data.
- Spectras can be manually entered, imported from CSV, captured from an image, ….
- Libraries can be saved/loaded/exchanged
- Spectras can be put together in collections and stored into various filetypes
- Spectral points are interpreted as peaks or as linear interpolation guides
- Few lights & material spectras are provided in data-subfolder
I needed it for a spectral-rendering project to manage and export textures containing the spectral data.