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PHYSICAL LIGHT SIMULATION

EMULSE

A rendering engine that simulates film as physics, not as a filter.

The idea

Emulse is the rendering engine inside our products. It is also a long-term answer to a small frustration: digital images that look like digital images. Most film emulation is a lookup table on top of a JPEG. Emulse builds the picture from the other direction, by simulating how film actually responds to light.

A scene is treated as a spectral signal, not an RGB triplet. The signal passes through density curves modeled per emulsion layer, then through a grain field that is generated, not pasted. Halation, bloom and edge effects come from the optical model, not from a post step. The result moves and breathes like film because the math underneath is the same.

Emulse currently powers Impossible Camera and LuminaFace. A standalone consumer tool, Emulse Pro, is in development for photographers and filmmakers who want the engine on its own, with adjustable stocks, real-time preview and LUT export.

Capabilities

WHAT IT DOES

Spectral pipeline

Inputs are treated as wavelengths, not channels. Color crossover is modeled, not faked.

Stochastic grain

Grain is generated per frame from a Halton sequence, not tiled. Two frames are never identical.

Layer-accurate density curves

Cyan, magenta and yellow couplers are modeled separately, with their own latitudes and crosstalk.

Optical halation and bloom

Light bleeds into adjacent grains the way it does in a real emulsion stack, computed in spectral space.

LUT export

Bake any look into a 33×33×33 cube for use in DaVinci Resolve, Premiere Pro or Capture One.

Stock-accurate response

Profiles measured against scanned negatives, not eyeballed. The numbers match the source.

Under the hood

HOW EMULSE RENDERS

Five stages, one continuous physical model.

  1. 01

    Spectral input

    RGB or RAW lifted into a 31-band spectrum using a calibrated camera profile.

  2. 02

    Exposure

    Light hits a stack of three sensitized layers, each with its own response curve and spectral sensitivity.

  3. 03

    Development

    Density curves convert exposure to dye concentration. Couplers leak between layers, modeling real film crosstalk.

  4. 04

    Optics

    Halation and bloom are computed in spectral space, then projected back to RGB. The point spread function follows the lens model.

  5. 05

    Output

    Tone mapping to display, with optional LUT bake for downstream tools and color pipelines.

In Development

BE FIRST TO KNOW

We are still building. Get a single email when Emulse is ready to use.