uncleflo

profile picture

Some cool dude. Higher order of decision making. Absolute.

Registered since September 28th, 2017

Has a total of 4281 bookmarks.

Showing top Tags within 2 bookmarks

howto   information   development   guide   reference   administration   design   website   software   solution   service   online   product   business   uk   tool   company   linux   code   server   system   application   web   list   video   marine   create   data   experience   tutorial   description   explanation   learn   technology   build   article   blog   world   boat   project   download   windows   lookup   security   free   performance   javascript   technical   london   control   network   beautiful   tools   support   course   file   research   purchase   image   library   programming   youtube   example   php   construction   opensource   install   community   html   quality   profile   computer   feature   power   browser   music   platform   mobile   process   work   manage   professional   user   share   database   hardware   buy   industry   internet   dance   advice   developer   installation   camera   search   3d   access   customer   material   travel   money   test   standard   develop   css   review   documentation   engineering   photography   engine   webdesign   digital   device   speed   api   source   event   question   management   program   client   phone   discussion   story   simple   content   water   marketing   app   yacht   account   setup   idea   interface   package   fast   communication   cheap   compare   script   market   study   easy   live   google   resource   operation   demonstration   startup   monitor  


Tag selected: refraction.

Clear all

Showing 2 results.

Looking up refraction tag. Showing 2 results. Clear

graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

Saved by uncleflo on February 22nd, 2015.

When writing a ray tracer, sooner or later you’ll stumble on the problem of reflection and transmission. To visualize mirror-like objects, you need to reflect your viewing rays. To simulate a lens, you need refraction. While most people have heard of the law of reflection and Snell’s law, they often have difficulties with actually calculating the direction vectors of the reflected and refracted rays. In the following pages, exactly this problem will be addressed. As a bonus, some Fresnel equations will be added to the mix, so you can actually calculate how much light is reflected or transmitted (yes, it’s possible). At the end, you’ll have some usable formulas to use in your latest ray tracer.

animation reference computer graphics ray tracer reflection refraction paper theory lens mirror transmission color light 3d plane normal implementation howto intersection math mathematics


Snell's law - Wikipedia, the free encyclopedia

http://en.wikipedia.org/wiki/Snell%27s_law#Vector_form

Saved by uncleflo on February 22nd, 2015.

Snell's law (also known as the Snell–Descartes law and the law of refraction) is a formula used to describe the relationship between the angles of incidence and refraction, when referring to light or other waves passing through a boundary between two different isotropic media, such as water, glass, or air. In optics, the law is used in ray tracing to compute the angles of incidence or refraction, and in experimental optics to find the refractive index of a material. The law is also satisfied in metamaterials, which allow light to be bent "backward" at a negative angle of refraction with a negative refractive index.

wikipedia refraction light theory media angle material optic law difference mathematical math howto interface velocity index medium normal reference 3d game design


No further bookmarks found.