A ray tracer, implementing three material types and various optical phenomena.
- Three material types: Lambertian (opaque), Metal (reflection), Dielectric (refraction)
- Fresnel reflection and total internal reflection
- Anti-aliasing through random sampling
- Positionable objects with depth-of-field
The following renders demonstrate the three material types:
- Back sphere: Lambertian surface (opaque, diffuse scattering)
- Middle sphere: Dielectric surface (refracts and reflects like glass/water)
- Front sphere: Metallic surface (mirror-like reflections with optional fuzz)