Ray Tracing in One Weekend by Peter Shirley

Ray Tracing in One Weekend by Peter Shirley

Author:Peter Shirley
Language: eng
Format: mobi, azw3, pdf
Published: 2016-01-25T22:00:00+00:00


For a given pixel we have several samples within that pixel and send rays through each of the samples. The colors of these rays are then averaged:

Putting that all together yields a camera class encapsulating our simple axis-aligned camera from before:

Main is also changed:

Zooming into the image that is produced, the big change is in edge pixels that are part background and part foreground:

Chapter 7: Diffuse Materials

Now that we have objects and multiple rays per pixel, we can make some realistic looking materials. We’ll start with diffuse (matte) materials. One question is whether we can mix and match shapes and materials (so we assign a sphere a material) or if it’s put together so the geometry and material are tightly bound (that could be useful for procedural objects where the geometry and material are linked). We’ll go with separate-- which is usual in most renderers-- but do be aware of the limitation.



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