Lecture 003

A couple of post-lecture references: This is the paper I mentioned that uses graphics and the physics of refraction to analyze Da Vinci's "Salvator Mundi": Here I mentioned in class that we'll go over a lot of sampling techniques in the span of this course. A great reference for sampling techniques is this book: Here It's not required reading for the class, but if you want to peruse it, it's available for free online (both archived and through CMU's library).

Lambertian

Local Illumination: the reflection equation

Local Illumination: the reflection equation

Lambertian: probability distribution proportional to \cos(\vec{n} \vec{w})

Be careful with self-intersection when there is rounding errors

Be careful with self-intersection when there is rounding errors

For reflection, refraction, total internal reflection and snell's law, see 15-462.

Dispersion (continuous refraction) also account for double rainbow and "Halos" and "Sun dogs".

Dispersion: https://www.nasa.gov/mission_pages/sdo/news/sundog-mystery.html

Dispersion: https://www.nasa.gov/mission_pages/sdo/news/sundog-mystery.html

Fresnel

Dielectric: for example, glass

Conducting: metals

Reflection of light polarized parallel and perpendicular to the plane of refraction.

Fresnel: more

Fresnel Equation for Dielectrics

Fresnel Equation for Dielectrics

Fresnel Equation for Glass

Fresnel Equation for Glass

Polarization Filter

Polarization Filter

Fresnel and Snell's Law are kinda the same. Snell describes the angle while Fresnel describes the intensity for each angle.

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