As I understand it, ray tracing used in computer graphics is "geometric optics" and wave phenomena are not taken into account.
Is there any way to incorporate it in any case in an efficient way, or are there known tricks to fake these concepts in a ray-tracing algorithm? My intuitive answer will not be; wave optical modeling is not fast enough for the purpose of computer gafikov.
tiny update: Are there algorithms / implementations of trace algorithms for graphics that can simulate white light scattering to / through a prism?
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