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> * Instead of shooting RGB rays, shoot photons of a particular wave
> length, selected randomly from the spectrum of the light source at the
> emission point;
Yes. This should be implemented at some point to enable accurate dispersion.
> * at each surface of intersection, calculate the chances of refraction,
> reflection, absorption, and possible emission, and either shoot the
> photon off at another angle, or count it as absorbed and start a new photon;
Done!
> * Do constructive and destructive interference so that you can produce
> realistic iridescence.
Too far a way now...
> * A photon isn't drawn on the screen unless it hits the virtual film.
> Then you calculate its RGB value, and add that to the pixel at that
> point in the screen.
I start the rays from film plane so all rays always hit the film. I'm not sure
if anyone does it the other way and how it works in practice.
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