Is all spectral rendering handled as simulation? Are there technique more tailored to 'consumer' rendering, such as for real-time or even just 'realistic looking without solving full physical equations'?
I'd like to understand how we handle the rendering of spectral effects. It seems like a photon needs to be described as a range of wavelengths, and incidence with a surface either
- replaces the original, and resolves multiple new photons across the spectral function, each with their own new vector
- maintains the original (or marginally modified) photon, given a threshold
I would prefer to be pointed in the direction of existing work, but appreciate any coloring of this topic.