Finish writeup
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@ -57,14 +57,24 @@ decreases in brightness when all other factors remain constant.
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## Varying $k_d$
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## Varying $k_d$
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TODO
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$k_d$ is the strength of the diffuse component. It also affects an object's
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diffuse color, but at a strength that's affected by how much of it faces the
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light. Much like the dark side of the moon, the parts of the object that aren't
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pointed at the light will not receive as much of the light's influence. In the
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image below, I varied $k_d$ between 0.2 and 1. Note how the part pointed to the
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light changes the strength of the brightness as all other factors remain
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constant.
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![Varying $k_d$](examples/kd-demo.png){width=360px}
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![Varying $k_d$](examples/kd-demo.png){width=360px}
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## Varying $k_s$
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## Varying $k_s$
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TODO
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$k_s$ is the specular strength. It uses the object's specular color, which is
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like its reflective component. When there is a large specular $k_s$, there's a
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shine that appears on the object with a greater intensity. In the image below, I
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varied $k_s$ between 0.2 and 1. Note how the whiteness of the light is more
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reflective in higher $k_s$ values as other factors remain constant.
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![Varying $k_s$](examples/ks-demo.png){width=360px}
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![Varying $k_s$](examples/ks-demo.png){width=360px}
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@ -74,7 +84,8 @@ TODO
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$n$ is the exponent saying how big the radius of the specular highlight should
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$n$ is the exponent saying how big the radius of the specular highlight should
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be. In the equation, increasing the exponent usually leads to smaller shines. In
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be. In the equation, increasing the exponent usually leads to smaller shines. In
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the image below, I varied $n$ between 2 and 100. Note how the size of the shine
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the image below, I varied $n$ between 2 and 100. Note how the size of the shine
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is more focused but covers a smaller area as $n$ increases.
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is the same intensity, but more focused but covers a smaller area as $n$
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increases.
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![Varying $n$](examples/n-demo.png){width=360px}
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![Varying $n$](examples/n-demo.png){width=360px}
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@ -142,9 +153,21 @@ are away from the eye.
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## Shortcomings of the model
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## Shortcomings of the model
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The model cannot be used to represent TODO
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The Phong formula is just a model of how light works, and doesn't actually
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represent reality. There's not actually rays physically escaping our eyes and
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hitting objects; it's actually the other way around, but computing it that way
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would not be efficient since we would be factoring in a lot of rays that don't
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ever get rendered.
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Also, one needs to take care to use reasonable constants. For example, if using
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a different specular light color than the diffuse color, then it may produce
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some bizarre lighting effects that may not actually look right compare to
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reality.
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# Arbitrary Objects
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# Arbitrary Objects
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Here is an example scene with some objects that demonstrates some of the
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features of the raytracer.
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![Objects in the scene](examples/objects.png){width=360px}
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![Objects in the scene](examples/objects.png){width=360px}
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