Ghost Lab — what the eye sees

Render the ghost reflection of a lit scene on a coated surface and look at it from any angle. Brightness and colour come from the same transfer-matrix kernel as the TMM Simulator.

Numbers say 0.5 %. This shows you what 0.5 % looks like. Build or import a stack, orbit the camera from normal incidence to 85°, and watch the reflection of the window and the lamp dim and tint exactly as the physics says. Split the screen to compare a bare substrate with the coated one, or two stacks against each other. Export a snapshot or a ghost strip with the parameters stamped on it.