Ocean™ – light simulator, your new scientific tool for accurate appearance and light engineering
The Ocean™ light simulator is a ray-tracing software. It computes light radiated across a 3D scene, using laws of geometric optics. It generates physically true, predictive virtual images for engineering applications and computes information about light, such as illuminance mappings. These performances are approved by our CIE 171:2006.
Ocean™ provides high-accuracy illumination calculations combined with state-of-the-art algorithms that enable high computation speed and efficient memory use. It allows the use of fully detailed CAD models with several million polygons, reducing the need to make simplified models for light engineering.
Unlike most computer graphics programs, Ocean™ features a polarised full-spectral lighting algorithm, enabling the highest level of accuracy for lighting simulations. Computing interactions between materials and light is performed by retaining all the information which could have an impact on final product colours. This makes Ocean™ the ultimate tool for the colour scientist.
Ocean™ can represent a very broad range of surfaces and light sources just by using your lab measurements. Metallic car paint, coated glass, brushed metals, dyed plastics, LCD screens and LED lamps are just a few examples of objects which are traditionally difficult to model with classical 3D software, and easy with Ocean™.
High computation speed
High accuracy thanks to its full spectral lighting algorithm
Takes on a broad range of surfaces, light sources, and materials
Large range of input and output formats
Non-compromised ray-tracing simulations
No size limits on CAD scene
Unlike most computer graphics programs, Ocean™ features a full-spectral lighting algorithm. Light transfer is computed for every wavelength of the visible spectrum, retaining all the colour information across multiple bounces on materials. It is converted to classical colour spaces, such as RGB or XYZ, at the very end of the calculation process. Colour space conversion is fully customisable and allows simulation of phenomena such as night vision or partial colour blindness. Exporting spectral information is also possible.
Ocean™ makes no approximations over the laws of geometric optics. Every light path significantly contributing to the result is considered. This allows the simulation of very complex lighting situations without any effort other than modelling the scene and setting up materials. Ocean™ will automatically converge on the solution no matter how complex the lighting.
Similarly to spectral information, the program tracks the polarisation state of every ray. This allows accurate simulations of materials such as glass, water or metals not well-handled by scalar optics. This is especially differentiating in situations with multiple reflections or when the light source itself emits polarised light, such as a blue sky. With advanced materials such as coated glass, which tint light differently depending on its polarisation state, polarised optics are required for good colorimetric predictions.
Ocean™ is not only a renderer, it is a multipurpose light transfer simulation tool. Light is gathered by virtual instrument objects, ranging from realistic cameras to light sensors. Using the same scene, materials and lighting set-up, the user can quickly switch from image rendering to floor illuminance mapping, for instance. Combined with the flexibility of user-defined observer sensitivity spectra and post-processing filter chains, setting-up an energy irradiance sensor, a spectral camera or a human eye is a simple process.
Ocean™ provides high-accuracy illumination calculations combined with state-of-the-art algorithms that enable high computation speed and efficient memory use. It allows the use of fully detailed CAD models with several million polygons, removing the need to make simplified models for light engineering. And it does this without making simplifications on light transfer, such as limiting the number of bounces.
Unlike most computer graphics programs, Ocean™ features a full-spectral lighting algorithm. Light transfer is computed for every wavelength of the visible spectrum, retaining all the colour information across multiple bounces on materials. It is converted to classical colour spaces, such as RGB or XYZ, at the very end of the calculation process. Colour space conversion is fully customisable and allows simulation of phenomena such as night vision or partial colour blindness. Exporting spectral information is also possible.
Similarly to spectral information, the program tracks the polarisation state of every ray. This allows accurate simulations of materials such as glass, water or metals not well-handled by scalar optics. This is especially differentiating in situations with multiple reflections or when the light source itself emits polarised light, such as a blue sky. With advanced materials such as coated glass, which tint light differently depending on its polarisation state, polarised optics are required for good colorimetric predictions.
You should know that research is in the DNA of Eclat Digital and we offer our academic partners a specific program. If you are interested in Ocean™ software, we can provide you with a dedicated license and start with training.
No, Ocean™ is a CPU-based solution, the software runs on any computer, because they all have a processor.
Ocean™ is a stand-alone software that manages all aspects of the simulation : data, organizations, rendering engine and analysis. As for the data preparation (3D, tabulated data, …) must be prepared upstream in specialized software. We have developed connectors to facilitate communication with certain software.