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Spectral rendering, part 2: Real-time rendering

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Christoph Peters

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Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral path tracing with legacy sRGB assets.

It derives wavelength importance densities from illuminant spectra and RGB color matching functions, builds inverse-CDF 1D lookup tables, uses stratified multi-wavelength samples, and adapts the Frostbite BRDF to weights over base-color and white spectra. It also discusses color noise versus path noise, multiple-illuminant strategies, and timings showing modest spectral overhead on an RTX 5070 Ti path tracer.

It is for advanced rendering engineers implementing spectral transport who already know path tracing and the series part on spectra.

The article is a free HTML post with interactive noise comparisons, timing tables, and educational path tracer links.

It is useful for a concrete real-time spectral sampling recipe and evidence that spectral color noise need not dominate path-tracing noise.