> BTW, I implemented simple "rough" reflections earlier today. That
> algorithm was trivial:
>
> d = original_reflection_direction
> s = surface_smoothness
> if (s > 0) {
> pt = random_vector();
> d += s * pt;
> normalize(d);
> }
> cast_new_ray(d);
>
> I haven't checked that it's mathematically accurate (it's possible
> that the distribution of the pertubed ray around the original
> direction isn't uniform) but it looks nice enough.
p.s. I've uploaded a sample image to:
http://ray.bellis.googlepages.com/mc-balls-01.jpg
A lot of the noise on that image is from the JPG compression. This is from
1.75 hours of rendering on a MacBookPro (Core2Duo)
Ray
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