Walther/clovers

Decision: RGB or spectral?

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Currently, the rays are in RGB. According to remarks in the books, physically-based renderers may use rays of individual wavelength each & have scattering behavior affected by wavelength.

Should this project:

  • Stick with RGB rays only?
  • Move to spectral / wavelength-based rendering?
  • Have an option to choose between two modes?

Spectral rendering implemented in #187