Advanced Rendering Toolkit
Polarization Effect Gallery

One recently added feature of ART is the ability to perform its illumination computations using polarizable light, instead of the more usual plain colour representations. To our knowledge ART is currently the only general-purpose rendering system in existence that is capable of taking this phenomenon into account.

Since the light and filter operations get more complex (and hence slower) in the polarizing case, this is a compile-time option for all colour types. The performance loss for the polarizing renderer is roughly in the range of 50 to 200 percent, depending on the scene. A detailed analysis of this will be made available in a technical report soon.


Scene A simple scene that shows three metal spheres (copper, gold and silver) as well as several distant diffusely reflecting spheres reflected in a glass wall. The glass wall is viewed at a rather shallow angle in order to increase the reflectivity of the glass, and for better comparability with the following two images a 50 percent neutral grey filter has been placed in front of the observer in the same place as the polarizing filter there.
Scene The above scene viewed through a horizontal polarizing filter. Observe how dark the reflection on the wall is in comparison to the unpolarized scene above, and note the patterns on the reflected metal spheres, as well as the the colour shifts on the directly viewed copper and gold spheres. The reflection is not completely canceled out because the wall is being viewed well below Brewster's angle, where polarization of reflected light would be total.
Scene Same as above, only viewed through a vertical polarizator. The main reflection gets much brighter by comparison, and the patterns on the metal spheres are reversed against the horizontal polarizing case.
This page is maintained by Alexander Wilkie. It was last updated on July 21, 2000.
If you have any comments, please send a message to wilkie@cg.tuwien.ac.at.