rt 4: Recursive ray tracing2017-04-19
At some point we were going to get past simple Blinn-Phong shading.
A metal ball with reflectance <0.9 0.9 0.9> and a glass ball with η = 1.05. Note the reflection on the side of glass ball- an effect of Fresnel reflection.
Two glass plates and a ball.
Horse, cube and glass mug. Implementing a SAH on the BVH seemed to help here. Maximum recursion depth is 6 which enables up to 26 auxiliary rays per camera ray.
Conductive killeroo models, first with reflectance 0.5, then with 1.
Glass killeroo, interesting refraction patterns. η = 1.1.
Rendering times are on a i3-3217U.
Compiled with clang-5.0 on DragonFly BSD.