raytracing

Exercise I write a mirror that can do raytraced or map-based reflections
using: reflect(), trace() and environment()
Tips:

-reflect() needs normalized vectors.

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Exercise II

a crystal ball with reflection and refraction
using: fresnel() and trace()
Tips:

-the refraction coefficient should be the inverse of the reflection coefficient, and not what is returned by the fresnel shadeop.
-if a surface is not opaque, the rendered will see "through" it.

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Exercise III

a surface which color is inverted if being reflected (or refracted)
using: rayinfo()
Tips:

 

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Exercise IV

a surface shader computes raytraced occlusion and indirectdiffuse
using: surprisingly enough... occlusion() and indirectdiffuse()
Tips:

-see notes on raytrace visibility

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