README.md aktualisiert
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@ -104,3 +104,9 @@ In this chapter I made a special struct that saves the properties of the materia
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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:
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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:
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<img src="https://raytracing.github.io/images/img-1.14-metal-fuzz.png" width="480"/>
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<img src="https://raytracing.github.io/images/img-1.14-metal-fuzz.png" width="480"/>
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### Chapter 9: Glass
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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:
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<img src="https://raytracing.github.io/books/RayTracingInOneWeekend.html#dielectrics/snell'slaw" width="480"/>
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