Awesome. I wonder how physically accurate the models are. Since the article mentions refraction as an example, does the game include a table of indices of refraction for various materials? Will there be total internal reflection when under water for the critical angle and larger angles? Will light obey the Fresnel equations? Will the reflectivity of glass depend on the angle of incidence? I'm curious. Of course, people don't really pay attention to these effects. Have any of you noticed that glass is more reflective at extreme angles (or that this reflected light is polarized -- and yes, humans can detect polarized light. It's called Haidinger's brush.)
Anyway, excellent achievement. This is a game, so getting it running in real-time is infinitely more important than being physically accurate. Reason I said all that was it annoys me when some of the gamers talk about physics in games when physics in games is just full of fudge factors meant to make the game behave well enough.