uncleflo

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

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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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