README.md aktualisiert
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README.md
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README.md
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@ -105,8 +105,19 @@ Most metals however aren't purely reflective, they fuzz the reflection a little
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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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### Chapter 9: Glass and Slowness
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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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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/images/img-1.16-glass-always-refract.png" width="480"/>
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<img src="https://raytracing.github.io/images/img-1.16-glass-always-refract.png" width="480"/>
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In the later part I implemented Schlick's Approximation which approximates the reflectivity of dielectric objects depending on the angle.
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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).
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I oddly enough got this wrong result, when trying to render the hollow ball:
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<img src="https://imgur.com/a/ylcvwWi" width="480"/>
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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:
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<img src="https://raytracing.github.io/images/img-1.18-glass-hollow.png" width="480"/>
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