Judging by the extreme colors of the example objects this may not be super clean in real cases.
Judging by the extreme colors of the example objects this may not be super clean in real cases.
How it goes in practice - even for high-end VFX shops - is that the result looks and feels right. As an example - the depth maps used in high-end VFX (especially for stereo conversion) is sometimes hilariously and incredibly inaccurate (e.g. having depth on a foreground spaceship but also depth on a planet thousands of kilometers away).
Accuracy improvements in absolute modeling in the real world may not translate in a visible, meaningful way when put through a simulation that acts upon it; instead we focused (ha!) on improving the light modeling process from a generic 'textbook' example of kernel-based simulation to one that more closely matches how light moves through an actual physical camera.
And yeah, the colours are bit punchy but that's my fault - my photography aesthetic unfortunately is tuned towards ludicrous colour, and I probably need an intervention for someone to take my cursor away from the vibrance slider :P