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Merge pull request #912 from RayTracing/fix-image-numbering-and-captions
Fix book 2 image numbering, book 3 captions
2 parents ed119af + 9db8420 commit 8cc0c81

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books/RayTracingTheNextWeek.html

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<div class='together'>
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I just grabbed a random earth map from the web -- any standard projection will do for our purposes.
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![Image 14: earthmap.jpg](../images/earthmap.jpg class=pixel)
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![Image 4: earthmap.jpg](../images/earthmap.jpg class=pixel)
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</div>
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Earth map photo. The program will look for the file in the same directory as the executable. Make
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sure to copy the Earth into your build directory, or rewrite `earth()` to point somewhere else.
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![Image 15: Earth-mapped sphere](../images/img-2.15-earth-sphere.png class=pixel)
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![Image 5: Earth-mapped sphere](../images/img-2.05-earth-sphere.png class=pixel)
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To get cool looking solid textures most people use some form of Perlin noise. These are named after
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their inventor Ken Perlin. Perlin texture doesn’t return white noise like this:
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![Image 4: White noise](../images/img-2.04-white-noise.jpg class=pixel)
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![Image 6: White noise](../images/img-2.06-white-noise.jpg class=pixel)
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Instead it returns something similar to blurred white noise:
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![Image 5: White noise, blurred](../images/img-2.05-white-noise-blurred.jpg class=pixel)
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![Image 7: White noise, blurred](../images/img-2.07-white-noise-blurred.jpg class=pixel)
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</div>
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We could just tile all of space with a 3D array of random numbers and use them in blocks. You get
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something blocky where the repeating is clear:
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![Image 6: Tiled random patterns](../images/img-2.06-tile-random.jpg class=pixel)
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![Image 8: Tiled random patterns](../images/img-2.08-tile-random.jpg class=pixel)
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</div>
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<div class='together'>
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Add the hashing does scramble as hoped:
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![Image 7: Hashed random texture](../images/img-2.07-hash-random.png class=pixel)
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![Image 9: Hashed random texture](../images/img-2.09-hash-random.png class=pixel)
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</div>
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<div class='together'>
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And we get:
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![Image 8: Perlin texture with trilinear interpolation
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](../images/img-2.08-perlin-trilerp.png class=pixel)
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![Image 10: Perlin texture with trilinear interpolation
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](../images/img-2.10-perlin-trilerp.png class=pixel)
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</div>
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<div class='together'>
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This gives a smoother looking image:
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![Image 9: Perlin texture, trilinearly interpolated, smoothed
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](../images/img-2.09-perlin-trilerp-smooth.png class=pixel)
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![Image 11: Perlin texture, trilinearly interpolated, smoothed
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](../images/img-2.11-perlin-trilerp-smooth.png class=pixel)
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</div>
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which gives:
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![Image 10: Perlin texture, higher frequency](../images/img-2.10-perlin-hifreq.png class=pixel)
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![Image 12: Perlin texture, higher frequency](../images/img-2.12-perlin-hifreq.png class=pixel)
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</div>
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<div class='together'>
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This finally gives something more reasonable looking:
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![Image 11: Perlin texture, shifted off integer values
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](../images/img-2.11-perlin-shift.png class=pixel)
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![Image 13: Perlin texture, shifted off integer values
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](../images/img-2.13-perlin-shift.png class=pixel)
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</div>
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<div class='together'>
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Used directly, turbulence gives a sort of camouflage netting appearance:
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![Image 12: Perlin texture with turbulence](../images/img-2.12-perlin-turb.png class=pixel)
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![Image 14: Perlin texture with turbulence](../images/img-2.14-perlin-turb.png class=pixel)
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</div>
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Which yields:
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![Image 13: Perlin noise, marbled texture](../images/img-2.13-perlin-marble.png class=pixel)
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![Image 15: Perlin noise, marbled texture](../images/img-2.15-perlin-marble.png class=pixel)
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</div>
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books/RayTracingTheRestOfYourLife.html

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To after, with stratification:
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![Image 2: Cornell box, stratification](../images/img-3.02-cornell-strat.png class=pixel)
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![Image 2: Cornell box, with stratification](../images/img-3.02-cornell-strat.png class=pixel)
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</div>
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see.
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![Image 4: Cornell box, with imperfect PDF
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](../images/img-3.02-cornell-refactor2.jpg class=pixel)
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](../images/img-3.04-cornell-refactor2.jpg class=pixel)
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</div>
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material, we'll get a slightly different image.
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![Image 5: Cornell box, with uniform hemispherical sampling
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](../images/img-3.02-cornell-refactor2.jpg class=pixel)
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](../images/img-3.04-cornell-refactor2.jpg class=pixel)
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</div>
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Which produces:
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![Image 6: Cornell box, with orthonormal basis scatter function
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](../images/img-3.03-cornell-ortho.jpg class=pixel)
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](../images/img-3.06-cornell-ortho.jpg class=pixel)
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Let’s get rid of some of that noise.
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</div>
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With 10 samples per pixel this yields:
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![Image 7: Cornell box, sampling only the light, 10 samples per pixel
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](../images/img-3.04-cornell-sample-light.jpg class=pixel)
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](../images/img-3.07-cornell-sample-light.jpg class=pixel)
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</div>
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This gives us:
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![Image 8: Cornell box, light emitted only in the downward direction
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](../images/img-3.05-cornell-lightdown.jpg class=pixel)
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](../images/img-3.08-cornell-lightdown.jpg class=pixel)
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</div>
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This yields an exactly matching result so all we’ve done so far is move some computation up into the
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`cosine_pdf` class:
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![Image 9: Cornell box with a cosine density _pdf_
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](../images/img-3.06-cornell-cos-pdf.jpg class=pixel)
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![Image 9: Cornell box with a cosine density PDF
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](../images/img-3.09-cornell-cos-pdf.jpg class=pixel)
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</div>
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At 10 samples per pixel we get:
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![Image 10: Cornell box, sampling a hittable light, 10 samples per pixel
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](../images/img-3.07-hittable-light.jpg class=pixel)
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](../images/img-3.10-hittable-light.jpg class=pixel)
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</div>
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1000 samples per pixel yields:
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![Image 11: Cornell box, mixture density of cosine and light sampling
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](../images/img-3.08-cosine-and-light.jpg class=pixel)
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](../images/img-3.11-cosine-and-light.jpg class=pixel)
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</div>
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not sampled with more density.
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![Image 12: Cornell box with arbitrary PDF functions
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](../images/img-3.09-arbitrary-pdf.jpg class=pixel)
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](../images/img-3.12-arbitrary-pdf.jpg class=pixel)
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</div>
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expensive!
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![Image 13: Cornell box with glass sphere, using new PDF functions
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](../images/img-3.10-cornell-glass-sphere.jpg class=pixel)
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](../images/img-3.13-cornell-glass-sphere.jpg class=pixel)
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</div>
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<div class='together'>
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And we get a decent image with 1000 samples as before:
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![Image 14: Cornell Cornell box, using a mixture of glass & light PDFs
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](../images/img-3.11-glass-and-light.jpg class=pixel)
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![Image 14: Cornell box using a mixture of glass & light PDFs
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](../images/img-3.14-glass-and-light.jpg class=pixel)
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</div>
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Happily, the black specks are gone:
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![Image 15: Cornell box with anti-acne color function
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](../images/img-3.12-book3-final.jpg class=pixel)
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](../images/img-3.15-book3-final.jpg class=pixel)
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</div>
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