Unverified Commit 9a033d16 authored by Hesper Yin's avatar Hesper Yin Committed by GitHub
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Update shadow_rays.md

parent 05f8da7e
......@@ -26,6 +26,33 @@ Your job is to implement the logic needed to compute whether hit point is in sha
* You will find it useful to debug your shadow code using the `DirectionalLight` since it produces hard shadows that are easy to reason about.
* You would want to comment out the line `Spectrum radiance_out = Spectrum(0.5f);` and initialize the `radiance_out` to a more reasonable value. Hint: is there supposed to have any amount of light before we even start considering each light sample?
At this point you should be able to render very striking images. For example, here is the head of Peter Schröder rendered with an area light from above.
At this point you should be able to render very striking images.
## Sample results:
The head of Peter Schröder rendered with an area light from above.
![shadow_area](new_results/shadow_peter.png)
A sphere and a cube with hemishphere lighting
![shadow_hemisphere](new_results/cube_sphere_hemisphere.png)
Hex and cube under diretional lighting
![ref1](new_results/ref1.png)
Bunny on a plane under point light
![ref1](new_results/ref2.png)
Spot on a sphere under diretional lighting
![ref1](new_results/ref3.png)
Spot on a sphere under hemisphere lighting
![ref1](new_results/ref4.png)
![shadow_directional](new_results/shadow_peter.png)
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