|
2393 | 2393 | For this very simple scene we should get basically the same result:
|
2394 | 2394 |
|
2395 | 2395 |  |
| 2396 | + ](../images/img-1.08-second-diffuse.png class='pixel') |
2397 | 2397 |
|
2398 | 2398 | </div>
|
2399 | 2399 |
|
|
2439 | 2439 | [Listing [reflect-tolerance]: <kbd>[camera.h]</kbd>
|
2440 | 2440 | Calculating reflected ray origins with tolerance]
|
2441 | 2441 |
|
2442 |
| -This gets rid of the shadow acne problem. Yes it is really called that. |
| 2442 | +<div class='together'> |
| 2443 | +This gets rid of the shadow acne problem. Yes it is really called that. Here's result: |
| 2444 | + |
| 2445 | +  |
| 2447 | + |
| 2448 | +</div> |
2443 | 2449 |
|
2444 | 2450 |
|
2445 | 2451 | True Lambertian Reflection
|
|
2508 | 2514 | <div class='together'>
|
2509 | 2515 | After rendering we get a similar image:
|
2510 | 2516 |
|
2511 |
| -  |
| 2517 | +  |
2513 | 2519 |
|
2514 | 2520 | </div>
|
2515 | 2521 |
|
|
2569 | 2575 | editor of your choice and you should get a very nice visual representation of the increasing
|
2570 | 2576 | brightness of your chosen gamut. This is the one that we've been working with so far:
|
2571 | 2577 |
|
2572 |
| - |
| 2578 | + |
2574 | 2580 |
|
2575 | 2581 | If you look closely, or if you use a color picker, you should notice that the 50% reflectance
|
2576 | 2582 | render (the one in the middle) is far too dark to be half-way between white and black (middle-gray).
|
|
2628 | 2634 | <div class='together'>
|
2629 | 2635 | Using this gamma correction, we now get a much more consistent ramp from darkness to lightness:
|
2630 | 2636 |
|
2631 |
| -  |
| 2637 | +  |
2633 | 2639 |
|
2634 | 2640 | </div>
|
2635 | 2641 |
|
|
3001 | 3007 | <div class='together'>
|
3002 | 3008 | Which gives:
|
3003 | 3009 |
|
3004 |
| -  |
| 3010 | +  |
3006 | 3012 |
|
3007 | 3013 | </div>
|
3008 | 3014 |
|
|
3064 | 3070 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
3065 | 3071 | [Listing [metal-fuzz-spheres]: <kbd>[main.cc]</kbd> Metal spheres with fuzziness]
|
3066 | 3072 |
|
3067 |
| -  |
| 3073 | +  |
3069 | 3075 |
|
3070 | 3076 | </div>
|
3071 | 3077 |
|
|
3083 | 3089 | there is a refraction ray at all. For this project, I tried to put two glass balls in our scene, and
|
3084 | 3090 | I got this (I have not told you how to do this right or wrong yet, but soon!):
|
3085 | 3091 |
|
3086 |
| -  |
| 3092 | +  |
3088 | 3094 |
|
3089 | 3095 | Is that right? Glass balls look odd in real life. But no, it isn’t right. The world should be
|
3090 | 3096 | flipped upside down and no weird black stuff. I just printed out the ray straight through the middle
|
|
3213 | 3219 | <div class='together'>
|
3214 | 3220 | This gives us the following result:
|
3215 | 3221 |
|
3216 |
| -  |
| 3222 | +  |
3218 | 3224 |
|
3219 | 3225 | </div>
|
3220 | 3226 |
|
|
3334 | 3340 | <div class='together'>
|
3335 | 3341 | We get:
|
3336 | 3342 |
|
3337 |
| -  |
| 3343 | +  |
3339 | 3345 |
|
3340 | 3346 | </div>
|
3341 | 3347 |
|
|
3414 | 3420 | <div class='together'>
|
3415 | 3421 | This gives:
|
3416 | 3422 |
|
3417 |
| -  |
| 3423 | +  |
3419 | 3425 |
|
3420 | 3426 | </div>
|
3421 | 3427 |
|
|
3538 | 3544 | <div class='together'>
|
3539 | 3545 | This gives us the rendering:
|
3540 | 3546 |
|
3541 |
| -  |
| 3547 | +  |
3543 | 3549 |
|
3544 | 3550 | </div>
|
3545 | 3551 |
|
|
3698 | 3704 | <div class='together'>
|
3699 | 3705 | to get:
|
3700 | 3706 |
|
3701 |
| -  |
| 3707 | +  |
3703 | 3709 |
|
3704 | 3710 | </div>
|
3705 | 3711 |
|
|
3716 | 3722 | <div class='together'>
|
3717 | 3723 | to get:
|
3718 | 3724 |
|
3719 |
| -  |
| 3725 | +  |
3720 | 3726 |
|
3721 | 3727 | </div>
|
3722 | 3728 |
|
|
3972 | 3978 | <div class='together'>
|
3973 | 3979 | We get:
|
3974 | 3980 |
|
3975 |
| -  |
| 3981 | +  |
3977 | 3983 |
|
3978 | 3984 | </div>
|
3979 | 3985 |
|
|
4064 | 4070 | <div class='together'>
|
4065 | 4071 | This gives:
|
4066 | 4072 |
|
4067 |
| -  |
| 4073 | +  |
4068 | 4074 |
|
4069 | 4075 | </div>
|
4070 | 4076 |
|
|
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