uncleflo

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

Registered since September 28th, 2017

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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.

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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.

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