Spectral dispersion in glass objects using Cauchy's equation. This is all RGB rendering, not a full spectral renderer.
The wavelength-dependent IORs are computed using Cauchy's equation and the ray then uses that new IOR to compute reflections/refractions directions. The ray also gets its throughput weighted by the color of the wavelength that was chosen (a wavelength is chosen uniformly in 360nm - 830nm for each ray).
There could probably be some MIS stuff improvements to be made but that's probably good enough as is.
Github repo for the renderer: https://github.com/TomClabault/HIPRT-...