SERAPH

Light Synthesis Engine

1. Radiance Synthesizer

Emission Target Input
INPUT LIGHT INTENSITY
Volumetric Ray Tuning
SYNTHESIZED INTENSITY MASK
ABSOLUTE DARK VOID
Synthesis Performance
Luminous Flux -
Emitters Active 0
Intersections 0
Synthesis Load 0.0 ms

2. Wavefront & Volumetric Field

FR 00 FR 20
INTERACTIVE LIGHT SOURCE (DRAG TARGET OR EMITTER)
Dynamic SVG path generated from volumetric light rays and glow filters.
Prism Refractive Index dispersion
n_1 * sin(θ_1) = n_2 * sin(θ_2)
Snell's Law regulates light bending across boundaries. Light dispersion splits white beams into separate wavelengths depending on the refractive index (n_Violet > n_Red).
Prism Refraction Index (Glass) 1.517
Inverse Square Radiance Decay
Intensity = I_0 / d²
Light propagation weakens symmetrically over distance squared, creating smooth volumetric gradients outward from the source center.
Huygens-Fresnel Wavelet Principle
U(P) = ∫ (e^(ik*r) / r) * K(θ) dS
Every point on a wavefront behaves as a secondary emitter of spherical wavelets, forming the basis of wavefront bending around slits.
System Log

3. Spectral Analysis & Exporters

Radiant Field Summary
Decay Coefficient 0.00
Obstacles Count 0
Peak Radiance (X, Y) -
Spectral Morphological Spectrum
â–  Intensity â–  Scattering â–  Hit Rays
Wavefront Pattern Classification
Processing Pipeline
Light Emission & RescalingOK
Chromatic Refraction ScanOK
Ray Cast TraceOK
Huygens Grid Wave AssemblyOK
Voronoi Distance MatrixOK
Volumetric RenderOK
Radiance Exporters