To store the index of refraction, do we need to have some kind of lookup table or can those be computed? I woudl assume an image can have any kind of material, so how can we account for all of these materials?
large_monkey
Is Snell's law exact (in the sense that there truly are constants governing the angles of refraction), or are there second order negligible terms (or those of higher order) that need to be accounted for under certain conditions?
L1TTLEM4N
When a primitive is stored in the scene, is its index of refraction stored somewhere along side it to be used while rendering?
To store the index of refraction, do we need to have some kind of lookup table or can those be computed? I woudl assume an image can have any kind of material, so how can we account for all of these materials?
Is Snell's law exact (in the sense that there truly are constants governing the angles of refraction), or are there second order negligible terms (or those of higher order) that need to be accounted for under certain conditions?
When a primitive is stored in the scene, is its index of refraction stored somewhere along side it to be used while rendering?