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This chapter covered many of the most common types of lighting effects available. You developed your own ray-tracing application that simulates numerous types of effects. You also learned how to write a method that searches through objects in the world and tests for point intersections.
You can see the coloring of light absorbed into the material that simulates diffuse reflection. You wrote a function that shades a point based on the cosine method. You can now cast shadows on walls using the shadow ray method. You also wrote a function that determines whether the line of sight is obstructed between two vectors. You can see the bright shiny spots on smooth surfaces such as apples and billiard balls with specular highlights. You have come a long way into rendering synthetic images. With photon mapping, you'll learn to improve these important techniques that you've just learned.
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