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@ -103,4 +103,10 @@ In this chapter I made a special struct that saves the properties of the materia
Most metals however aren't purely reflective, they fuzz the reflection a little bit - so they are actually something inbetween a lambertian object and a mirror. Accounting for this gives the following neat image:
<img src="https://raytracing.github.io/images/img-1.14-metal-fuzz.png" width="480"/>
<img src="https://raytracing.github.io/images/img-1.14-metal-fuzz.png" width="480"/>
### Chapter 9: Glass
In this chapter glass and other dielectric materials have been implemented using Snell's law which describes refraction. The first attempt yields the following rendering:
<img src="https://raytracing.github.io/books/RayTracingInOneWeekend.html#dielectrics/snell'slaw" width="480"/>