- #1
Matthias_H
- 1
- 0
Dear all,
For a computer graphics rendering routine, I'm looking for an efficient way of computing the net Fresnel reflectivity of a glass (lens) surface with a quarter-wave coating for a wavelength range of 400--700 nm, and incident angles between 0 and 90 degrees to the normal. Incident light is assumed to be unpolarized. Since the implementation will be tailored to GPU, look-up tables are a no-go (due to scattered memory access), but computation is as cheap as it gets. Still, simplicity is more important than accuracy, as long as the results are not too far off. A polynomial, for instance, would be nice to have.
Regards,
Matthias
For a computer graphics rendering routine, I'm looking for an efficient way of computing the net Fresnel reflectivity of a glass (lens) surface with a quarter-wave coating for a wavelength range of 400--700 nm, and incident angles between 0 and 90 degrees to the normal. Incident light is assumed to be unpolarized. Since the implementation will be tailored to GPU, look-up tables are a no-go (due to scattered memory access), but computation is as cheap as it gets. Still, simplicity is more important than accuracy, as long as the results are not too far off. A polynomial, for instance, would be nice to have.
Code:
float reflectivity(float lambda, float theta, float n1, float n2) {
// anyone? :)
}
Matthias