README.md aktualisiert
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@ -90,3 +90,7 @@ A problem that occurs on this image is the **shadow acne** problem: A ray will a
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To make the shadows look more realistic, I had to implement the Lambertian reflections: basically, most of the reflected rays will be close to the sphere normal and the probability density is dependent on cos(phi), where phi is the angle from the normal. It was very easy to implement and yields the following:
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<img src="https://raytracing.github.io/images/img-1.10-correct-lambertian.png" width="480"/>
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The last issue left in the chapter is the darkness of the image and it's due to some strange linear-gamma space conversion? I don't quite understand how that works, but by taking the square root of the colour values we get the right brightness. Nice
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<img src="https://media.discordapp.net/attachments/874752364698013736/1212767017711697950/image.png?ex=65f3084d&is=65e0934d&hm=b8eabd56619cff0984e361c4917b9f63b7d7e3a76e28dbc666c7d91f9f6331de&=&format=webp&quality=lossless&width=720&height=405" width="480"/>
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