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Update all book 1 rendered images
This also adds a new image illustrating the results of removing shadow acne. All images have been renumbered accordingly. Resolves #875 Resolves #914 Resolves #978 Resolves #1013 Resolves #1182
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books/RayTracingInOneWeekend.html

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For this very simple scene we should get basically the same result:
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![<span class='num'>Image 8:</span> Second render of a diffuse sphere with limited bounces
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](../images/img-1.07-first-diffuse.png class='pixel')
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](../images/img-1.08-second-diffuse.png class='pixel')
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</div>
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[Listing [reflect-tolerance]: <kbd>[camera.h]</kbd>
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Calculating reflected ray origins with tolerance]
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This gets rid of the shadow acne problem. Yes it is really called that.
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<div class='together'>
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This gets rid of the shadow acne problem. Yes it is really called that. Here's result:
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![<span class='num'>Image 9:</span> Diffuse sphere with no shadow acne
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](../images/img-1.09-no-acne.png class='pixel')
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</div>
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True Lambertian Reflection
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<div class='together'>
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After rendering we get a similar image:
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![<span class='num'>Image 9:</span> Correct rendering of Lambertian spheres
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](../images/img-1.09-correct-lambertian.png class='pixel')
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![<span class='num'>Image 10:</span> Correct rendering of Lambertian spheres
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](../images/img-1.10-correct-lambertian.png class='pixel')
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</div>
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editor of your choice and you should get a very nice visual representation of the increasing
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brightness of your chosen gamut. This is the one that we've been working with so far:
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![<span class='num'>Image 10:</span> The gamut of our renderer so far
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](../images/img-1.10-linear-gamut.png class='pixel')
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![<span class='num'>Image 11:</span> The gamut of our renderer so far
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](../images/img-1.11-linear-gamut.png class='pixel')
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If you look closely, or if you use a color picker, you should notice that the 50% reflectance
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render (the one in the middle) is far too dark to be half-way between white and black (middle-gray).
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<div class='together'>
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Using this gamma correction, we now get a much more consistent ramp from darkness to lightness:
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![<span class='num'>Image 11:</span> The gamma-corrected render of two diffuse spheres
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](../images/img-1.11-gamma-gamut.png class='pixel')
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![<span class='num'>Image 12:</span> The gamma-corrected render of two diffuse spheres
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](../images/img-1.12-gamma-gamut.png class='pixel')
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</div>
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<div class='together'>
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Which gives:
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![<span class='num'>Image 12:</span> Shiny metal
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](../images/img-1.12-metal-shiny.png class='pixel')
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![<span class='num'>Image 13:</span> Shiny metal
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](../images/img-1.13-metal-shiny.png class='pixel')
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</div>
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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[Listing [metal-fuzz-spheres]: <kbd>[main.cc]</kbd> Metal spheres with fuzziness]
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![<span class='num'>Image 13:</span> Fuzzed metal
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](../images/img-1.13-metal-fuzz.png class='pixel')
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![<span class='num'>Image 14:</span> Fuzzed metal
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](../images/img-1.14-metal-fuzz.png class='pixel')
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</div>
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there is a refraction ray at all. For this project, I tried to put two glass balls in our scene, and
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I got this (I have not told you how to do this right or wrong yet, but soon!):
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![<span class='num'>Image 14:</span> Glass first
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](../images/img-1.14-glass-first.png class='pixel')
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![<span class='num'>Image 15:</span> Glass first
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](../images/img-1.15-glass-first.png class='pixel')
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Is that right? Glass balls look odd in real life. But no, it isn’t right. The world should be
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flipped upside down and no weird black stuff. I just printed out the ray straight through the middle
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<div class='together'>
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This gives us the following result:
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![<span class='num'>Image 15:</span> Glass sphere that always refracts
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](../images/img-1.15-glass-always-refract.png class='pixel')
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![<span class='num'>Image 16:</span> Glass sphere that always refracts
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](../images/img-1.16-glass-always-refract.png class='pixel')
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</div>
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<div class='together'>
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We get:
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![<span class='num'>Image 16:</span> Glass sphere that sometimes refracts
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](../images/img-1.16-glass-sometimes-refract.png class='pixel')
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![<span class='num'>Image 17:</span> Glass sphere that sometimes refracts
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](../images/img-1.17-glass-sometimes-refract.png class='pixel')
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</div>
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<div class='together'>
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This gives:
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![<span class='num'>Image 17:</span> A hollow glass sphere
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](../images/img-1.17-glass-hollow.png class='pixel')
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![<span class='num'>Image 18:</span> A hollow glass sphere
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](../images/img-1.18-glass-hollow.png class='pixel')
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</div>
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<div class='together'>
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This gives us the rendering:
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![<span class='num'>Image 18:</span> A wide-angle view
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](../images/img-1.18-wide-view.png class='pixel')
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![<span class='num'>Image 19:</span> A wide-angle view
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](../images/img-1.19-wide-view.png class='pixel')
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</div>
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<div class='together'>
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to get:
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![<span class='num'>Image 19:</span> A distant view
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](../images/img-1.19-view-distant.png class='pixel')
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![<span class='num'>Image 20:</span> A distant view
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](../images/img-1.20-view-distant.png class='pixel')
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</div>
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<div class='together'>
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to get:
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![<span class='num'>Image 20:</span> Zooming in](../images/img-1.20-view-zoom.png class='pixel')
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![<span class='num'>Image 21:</span> Zooming in](../images/img-1.21-view-zoom.png class='pixel')
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</div>
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<div class='together'>
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We get:
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![<span class='num'>Image 21:</span> Spheres with depth-of-field
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](../images/img-1.21-depth-of-field.png class='pixel')
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![<span class='num'>Image 22:</span> Spheres with depth-of-field
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](../images/img-1.22-depth-of-field.png class='pixel')
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</div>
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<div class='together'>
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This gives:
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![<span class='num'>Image 22:</span> Final scene](../images/img-1.22-book1-final.jpg)
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![<span class='num'>Image 23:</span> Final scene](../images/img-1.23-book1-final.jpg)
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</div>
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images/img-1.01-first-ppm-image.png

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images/img-1.02-blue-to-white.png

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images/img-1.03-red-sphere.png

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images/img-1.04-normals-sphere.png

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images/img-1.07-first-diffuse.png

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images/img-1.08-second-diffuse.png

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images/img-1.09-no-acne.png

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