diff --git a/README.md b/README.md index 67e892a..f7c2cf0 100644 --- a/README.md +++ b/README.md @@ -105,8 +105,19 @@ Most metals however aren't purely reflective, they fuzz the reflection a little -### Chapter 9: Glass +### Chapter 9: Glass and Slowness 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: - \ No newline at end of file + + +In the later part I implemented Schlick's Approximation which approximates the reflectivity of dielectric objects depending on the angle. + +Here I got some strange result (actually I already noticed that the previous render had a strange cyan sheen on the upper part of the ball, but dismissed it as a result of inaccuracies). + +I oddly enough got this wrong result, when trying to render the hollow ball: + + +It took me some time to find the error and believe it or not, it was the 3% inaccuracy caused by the fast inverse square algorithm! I had to remove it and replace it with a more simple and accurate but slower calculation. The slow down is small but visible! Now I get: + + \ No newline at end of file