While on the subject of "realistic" rendering, a few years back there was a paper published on "wave tracing" where light wavefronts including phase etc were propogated through the scene. This would model reflections/shadows/translucency as well as diffraction etc.
The only niggling, teensy little problem was that run time was proportional to (the cube of?) the relative size of the scene and the wavelength of the light. In order to get a result in a reasonable amount of time, the wavelength was set to be, say, about 1/10th the dimension of the objects and so the image was dominated by diffraction patterns
The only niggling, teensy little problem was that run time was proportional to (the cube of?) the relative size of the scene and the wavelength of the light. In order to get a result in a reasonable amount of time, the wavelength was set to be, say, about 1/10th the dimension of the objects and so the image was dominated by diffraction patterns