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.