\[ \vec{r}(t) = \vec{o} + t \, \vec{d} \]
What happens when we replace a pin-hole by a finite aperture?
Which of the following are true for a camera obscura?
When are two vectors \(\vec{a}\) and \(\vec{b}\) perpendicular?
How many degrees of freedom (DoFs) does a plane in 3D have?
How to compute the distance of point \(\vec{x}\) from a plane with normal vector \(\vec{n}\) and centered at point \(\vec{c}\)?
What are the barycentric coordinates \((\alpha, \beta, \gamma)\) of point \(P = \alpha A + \beta B + \gamma C\)?
What are the barycentric coordinates \((\alpha, \beta, \gamma)\) of point \(Q = \alpha A + \beta B + \gamma C\)?
What are the barycentric coordinates \((\alpha, \beta, \gamma)\) of point \(R = \alpha A + \beta B + \gamma C\)?
no illumination
local illumination
global illumination
\[ I \;=\; I_a \, m_a \]
ambient
+diffuse
+specular
+shadows
+reflections
Brightness depends on how much light (density) comes in!
\[ I \;=\; I_l \, m_d \, \cos\theta \]
\[ I \;=\; I_l \, m_d \, \cos\theta \;=\; I_l \, m_d \, \left( \vec{n} \cdot \vec{l} \right) \]
ambient
+diffuse
+specular
+shadows
+reflections
How to compute reflected ray \(\vec{r}\)?
\[ I \;=\; I_l \, m_s \, \cos\of{\alpha} \;=\; I_l \, m_s \, \left( \vec{r} \cdot \vec{v} \right) \]
\[ I \;=\; I_l \, m_s \, \cos^s\of{\alpha} \;=\; I_l \, m_s \, \left( \vec{r} \cdot \vec{v} \right)^s \]
ambient: \(I_a m_a\)
diffuse: \(I_l m_d \left( \vec{n} \cdot \vec{l} \right)\)
specular: \(I_l m_s \left( \vec{r} \cdot \vec{v} \right)^s\)

We assumed linear superposition of light contributions and therefore can simply sum over all light sources
\[ I \;=\; I_a m_a + \sum_{l} I_l \left( m_d \left( \vec{n} \cdot \vec{l}_l \right) + m_s \left( \vec{r}_l \cdot \vec{v} \right)^s \right) \]
ambient
+diffuse
+specular
+shadows
+reflections
ambient
+diffuse
+specular
+shadows
+reflections
\[ \vec{\omega}_{\mathrm{out}} = \left( \mat{I} - 2\vec{n}\transpose{\vec{n}} \right) \vec{\omega}_{\mathrm{in}} \]
\[ n_1 \sin\theta_1 = n_2 \sin\theta_2 \]
Snell’s law with refraction
indices \(n_1\), \(n_2\).
At each intersection point, reflect and/or refract incoming viewing ray at surface normal, and trace child rays recursively.
The final color is interpolated between local illumination, reflection, and refraction based on material properties.
ambient
+diffuse
+specular
+shadows
+reflections