CS413 Assignment 6: Dielectrics
Results
Test Image 1: One dielectric sphere in front of another opaque red sphere.
Test Image 2: One dielectric sphere over another dielectric sphere
This render uses a max recursive depth of 4 per ray.
Observations:
The surface shaders use Beer's law and a Fresnel term with both reflection and refraction.
However, I encountered some problems with radiance values in higher recursion depths and with more that 2 nested objects.
Sometimes the fresnel term was giving higher than expected values from the surface shader.
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