Ocean Technical Details

Main Features

  • High accuracy ray tracing simulationbes2
  • Spectral calculation provides fully accurate colorimetry
  • General polarization provides accurate results with any material or light source, such as glass and clear sky.
  • Fast and simple simulation set-up with few parameters : stay focused on your model, not on the tool.
  • Progressive result display : do not wait for the full calculation to identify model set-up errors
  • High efficiency with very complex models : 100 million unique polygons is possible
  • Virtually unlimited polygon count with object instancing.
  • Flexible Instrument and post-processing filter architecture for a wide range of applications, from illumination modeling to aspect prediction
  • Network rendering


Bringing Optical Light Simulation to fully detailed CAD models

Ocean provides high accuracy illumination calculations, combined with state-of-the art algorithms that provide high computation speed and efficient memory use. It allows using fully detailed CAD models with several millions of polygons, removing the need to make simplified models for light engineering. And this without making simplifications on light transfer, such as limiting the number of bounces.


Photometry & Radiometry

Ocean is not only a renderer : it is a multi purpose light transfer simulation tool. Light is gathered by virtual instrument objects, ranging from realistic cameras to light sensors. Using the same scene, material 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.

Office luminance in cd/m^2 - direct sunlight with daylighting system

Luminance in an office equipped with with optimized day-lighting (unit:cd/m^2)

Full-spectral calculations

Unlike most computer graphic programs, Ocean features a full spectral lighting algorithm. Light transfer is computed for every wavelength of the visible spectrum, retaining all the color information across the multiple bounces on materials. It is converted to classical color spaces, such as RGB or XYZ, at the very end of the calculation process. Color space conversion is fully customizable and allows simulation of phenomena such as night vision or partial color blindness. Exporting spectral information is also possible.


Image simulated with Ocean, showing the decomposition of white light by a prism. Precise simulation of dispersive materials is one of the many possibilities of full spectral rendering.

Exact solution of geometric optics

Ocean makes no approximation over the laws of geometric optics. Every light path significantly contributing to the result is considered. This allows simulating very complex lighting situations without any effort other than modelling the scene and setting up materials. Ocean will automatically converge to the solution, after a time which depends on the lighting complexity.

This glass pool scene is an example of complex lighting. Direct sunlight is refracted by the water ripples, which causes bright caustics on the walls. These caustics are seen through the plexiglass wall after two additional refractions (water/plexiglass and plexiglass/air), but are also a secondary light source, which emits light, and creates new reflections and caustics. The bright tile walls and total reflections at interfaces allow light to bounce many times before reaching the observer.

Glass pool

This scene was rendered with an arbitrary large number of bounces (1000), using a dispersive spectral model for water and plexiglass. Total render time is 8 hours on 12 cores.


Light polarization

Similarly to spectral information, the program tracks the polarization state of every ray. This allows accurate simulation 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 polarized light, such as blue sky.

With advanced materials such as coated glass, which tint light differently depending on its polarization state, polarized optics are required for good colorimetric predictions.


360° Simulation of water surface under clear sky, showing two dark lobes corresponding to brewster angle reflection of polarized zones of the blue sky.


For more informations about Ocean, please contact : info@eclat-digital.com