directional light,tilt=0 | directional light, tilt=30 | point light | spot light |
snell = 0.95 | snell = 1.05 |
1 Reflective | 2 Reflective | 2 Reflective; 1 Refractive |
sphere <r> <g> <b> <texture-name_s> <kd> <ks> <n_i> <kr> <gl> <kt> <n1> <tr>
Side note: It's probably more common to use one coefficient for both specular illumination and reflection of the environment (i.e. kr = ks) because both are reflections off the surface of the object. Using different coefficients is more flexible.
Color = Color + kr*shade(reflection_ray)
Color = ambient, diffuse and specular illumination w/ shadows if (reflection) Color = Color + kr*shade(reflection_ray) if (refraction) Color = (1-kt)*Color + kt*shade(refraction_ray)
dlight <dx> <dy> <dz> <intensity>
slight <x> <y> <z> <dx> <dy> <dz> <hood-angle> <falloff-power_i> <intensity> <size>
make lab3 input.txt convert output.ppm output.jpg display output.jpg