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12 changes: 10 additions & 2 deletions book/RayTracingGPUEdition.html
Original file line number Diff line number Diff line change
Expand Up @@ -5316,6 +5316,14 @@
$-\frac{1}{2}\pi$:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rust
use {
bytemuck::{Pod, Zeroable},
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rust delete
std::f32::consts::FRAC_PI_2,
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rust highlight
std::f32::consts::{FRAC_PI_2, PI},
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rust
};
...
impl Camera {
...
Expand Down Expand Up @@ -5426,7 +5434,7 @@

The appearance of a real-world object depends on its material composition. This includes surface
features--like the overall smoothness of the surface--and molecular properties like electrical
conductivity and crystal structure. Generally we can get a way with an approximate representation
conductivity and crystal structure. Generally we can get away with an approximate representation
of what makes an object appear like a metal or glass, with parameters that an artist can tune
to achieve a particular appearance.

Expand Down Expand Up @@ -6269,7 +6277,7 @@

The issue with NaN/INF values is gone and we now see a mirror reflection where the blue ring used to be. The image is
still wrong though, as there is now a black circle in the middle again. In the black region, the camera ray refracts
into the sphere but the rest of the light transport path gets stuck in a total internal reflection loop. Tha path
into the sphere but the rest of the light transport path gets stuck in a total internal reflection loop. The path
tracing loop eventually exits without reaching the sky, hence the black.

### Fixing the refraction ratio
Expand Down