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ceviri

Random thought: it's cool how all these 19th and 20th century physicists went to all the trouble to work out the mathematics and dynamics of these reflections and optics for not much practical use and then centuries later computer graphics finally gives a practical use for the mathematical models they developed.

jacheng

If we're rendering a scene like this, how do we know when to switch from following snell's law of refraction in the foreground tofresnel's law for refraction in the background? I.e., is there a way to compute this or is it built in to the rendering equation via some function of BRDF?