Hemispherical scattering
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2 changed files with 13 additions and 2 deletions
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@ -15,7 +15,7 @@ color ray_color(const ray &r, const hittable &world, int depth) {
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return color(0, 0, 0);
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return color(0, 0, 0);
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if (world.hit(r, 0.001, infinity, rec)) {
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if (world.hit(r, 0.001, infinity, rec)) {
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point3 target = rec.p + rec.normal + random_in_unit_sphere();
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point3 target = rec.p + random_in_hemisphere(rec.normal);
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return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth - 1);
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return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth - 1);
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}
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}
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@ -104,4 +104,15 @@ vec3 random_in_unit_sphere() {
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}
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}
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}
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}
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vec3 random_unit_vector() { return unit_vector(random_in_unit_sphere()); }
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vec3 random_in_hemisphere(const vec3 &normal) {
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vec3 in_unit_sphere = random_in_unit_sphere();
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if (dot(in_unit_sphere, normal) > 0.0) // In the same hemisphere as the normal
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return in_unit_sphere;
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else
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return -in_unit_sphere;
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}
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#endif // RTIWW_VEC3_H
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#endif // RTIWW_VEC3_H
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