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๐Ÿ”„ Bounce Control

Minimum path bounces (0=direct, 1=one bounce)
Range (max = min + range). Isolate specific bounces!

๐Ÿš€ Auto-focus & Visualization

The default aperture is small, keeping most of the scene in focus.
Lower the F-stop to introduce depth-of-field blur and reduce the in-focus range.
Click any object in the scene to trigger autofocus.
Green = traditional planar focus, Red = Scheimpflug (tilt-shift). Tolerance = pixels of acceptable blur.

โ˜๏ธ Volume (Particilating Media)

Required for environment fog and volumetric spheres. Only preliminary volumetric support is included, due to the high computational cost of real-time volumetric path tracing.
Higher bounces for volumetric scattering

๐ŸŒ Environment

Environment Fog (requires VPT)
g: -1=backscatter, 0=isotropic, +1=forward scatter
Ground Pattern
Patterns help visualize depth/focus

๐ŸŽฒ Scene Objects

Scene Render (Top)
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SPP: 0 / 100
Camera Internal View (Bottom)

๐ŸŽจ BSDF Selector

Physics-based, animated, surreal & hybrid materials!
โœจ Switch between different BSDF materials in real-time

๐Ÿ“ท CAMERA CONTROL

๐Ÿ“ท Camera Type

๐Ÿ’ซ Camera Rotation

๐ŸŒ€ Lens Distortion

โญ Aperture

f/0.01 to f/128. Wide range for extreme shallow/deep DOF. Far lights show bokeh.
Controls: Star points, Polygon sides, Pinhole grid size (NxN)

๐Ÿ”ญ Lens

๐Ÿ’ก Tip: Click on the canvas to auto-focus on that point!
How fast focus moves. Lower = slower, more cinematic pull.
Reduces flicker during focus transitions. Lower = smoother but more ghosting.

๐Ÿ“ฝ๏ธ Film/Sensor

Shift/Tilt in camera local space (X=right, Y=up, Z=forward)
๐Ÿ“ Sensor Viewport (pan to see shifted image)
Pan sensor viewport to see parts of the image outside the screen. Useful for checking lens shift perspective.
43mm = Full Frame (36x24mm), 29mm = APS-C, 17mm = Micro 4/3

๐ŸŒˆ CHROMATIC ABERRATION & EFFECTS โญ

Wavelength-dependent IOR creates rainbow dispersion through glass.
RGB Channel Debug
Post-Process: Fast RGB shift. Spectral: True wavelength dispersion (slower).
Slide start to see light propagate through depth ranges. Simulates TOF cameras.

๐ŸŒŠ HOLOGRAPHY

General Settings

Minimum samples before capturing hologram/ToF (reduces noise)
๐Ÿ’ก Planar Wave Light Source
Large square area light behind camera for coherent illumination
Spatial carrier for off-axis holography (0=no carrier, match CW-ToF freq for homodyne)
Tilt planar wave left/right (creates angled illumination)
๐ŸŒŠ Reference Wave (Interference)
Grayscale = traditional hologram, Color = interference on scene
Adjust to see interference fringes (bright/dark ripples based on path length)
๐ŸŒŠ Holographic Depth Sensing (CW-ToF)
Continuous Wave Time-of-Flight with interference patterns for depth extraction
Progressive accumulation at selected phase (live)
View stored high-quality phase images (after capture)
Coherent light wavelength (850nm = near-IR)
Captures at 0ยฐ, 90ยฐ, 180ยฐ, 270ยฐ then computes depth
Pipeline: Coherent modulated light โ†’ Phase shift from distance โ†’ Interference fringes โ†’ 4-phase algorithm โ†’ Depth map
๐ŸŒŠ OFF-AXIS HOLOGRAPHY (Full Pipeline) โญ
Angled reference beam creates spatial carrier fringes for single-shot depth capture
Spatial frequency of interference fringes in MHz (higher = more tilted fringes)
โ„น๏ธ Uses Target SPP from Holography settings above
Full pipeline preview (updates every 500ms):
1. FFT โ†’ 2. Filter sideband โ†’ 3. Reconstruct depth
โœ“ Phase unwrapping & magnitude masking enabled
๐Ÿ“ Ground Truth Reference
Direct raycast depth for comparison with reconstructed results