Unverified Commit 1eea64cd authored by Hesper Yin's avatar Hesper Yin Committed by GitHub
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Update materials.md

parent 5ff3e50c
......@@ -30,6 +30,12 @@ Implement the class `BSDF_Mirror` which represents a material with perfect specu
Implement the class `BSDF_Glass` which is a glass-like material that both reflects light and transmit light. As discussed in class the fraction of light that is reflected and transmitted through glass is given by the dielectric Fresnel equations.
Specifically your implementation should:
* Implement `refract` to add support for refracted ray paths.
* Implement `BSDF_refract::sample` as well as `BSDF_Glass::sample`. Your implementation should use the Fresnel equations to compute the fraction of reflected light and the fraction of transmitted light. The returned ray sample should be either a reflection ray or a refracted ray, with the probability of which type of ray to use for the current path proportional to the Fresnel reflectance. (e.g., If the Fresnel reflectance is 0.9, then you should generate a reflection ray 90% of the time. What should the pdf be in this case?) Note that you can also use [Schlick's approximation](https://en.wikipedia.org/wiki/Schlick's_approximation) instead.
* You should read the notes below on the Fresnel equations as well as on how to compute a transmittance BSDF.
### Dielectrics and Transmission
### Fresnel Equations for Dielectric
......@@ -56,11 +62,6 @@ Alternatively, you may compute <img src="dielectric_eq8.png" width="18"> using
We described the BRDF for perfect specular reflection in class, however we did not discuss the distribution function for transmitted light. Since refraction "spreads" or "condenses" a beam, unlike perfect reflection, the radiance along the ray changes due to a refraction event. In your assignment you should use Snell's Law to compute the direction of refraction rays, and use the following distribution function to compute the radiance of transmitted rays. We refer you guys to Pharr, Jakob, and and Humphries's book [Physically Based Rendering](http://www.pbr-book.org/) for a derivation based on Snell's Law and the relation <img src="dielectric_eq10.png" width="150">. (But you are more than welcome to attempt a derivation on your own!)
Specifically your implementation should:
* Implement `refract` to add support for refracted ray paths.
* Implement `BSDF_refract::sample` as well as `BSDF_Glass::sample`. Your implementation should use the Fresnel equations to compute the fraction of reflected light and the fraction of transmitted light. The returned ray sample should be either a reflection ray or a refracted ray, with the probability of which type of ray to use for the current path proportional to the Fresnel reflectance. (e.g., If the Fresnel reflectance is 0.9, then you should generate a reflection ray 90% of the time. What should the pdf be in this case?) Note that you can also use [Schlick's approximation](https://en.wikipedia.org/wiki/Schlick's_approximation) instead.
* You should read the [provided notes](dielectrics_and_transmission.md) on the Fresnel equations as well as on how to compute a transmittance BSDF.
When you are done, you will be able to render images like these:
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