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...T = float> inline T lerp(const T &lo, const T &hi, const T &t) { return lo * (1 - t) + hi * t; } inline float smoothstep...
...First, the eye is at the center of the canvas, meaning the line of sight always passes through the middle of the image (Figure...
...will point away from you, in the direction of your line of sight), making the intersection test successful. In the first scenario, the triangle...
...When you want to normalize a value (remap a value from the range \\([lo, hi]\\) to the range \\([0, 1]\\)), the equation is:
$$V_...
$$V_...
...viewer's eye and extending in the direction of the line of sight. This conceptual slice is termed the image plane, akin to a...
...float smoothstep(float lo, float hi, float x) { float t = std::clamp((x - lo) / (hi - lo), 0.f, 1.f); return t * t * (3...
...Mathematically, the canvas can be positioned anywhere along the line of sight, as long as the surface onto which we project the image is...
...Light scattered along the line of sight can happen anywhere between \\( t_0 \\) and \\( t_1 \\), which defines the limits within which light traveling towards the...
...sheet of paper or a screen surfaceâpositioned perpendicular to the line of sight (see Figure 2).
By connecting these intersection points, we can recreate...
By connecting these intersection points, we can recreate...
...constexpr float kEpsilon = 1e-8; inline float deg2rad(const float °) { return deg * M_PI / 180; } inline float clamp(const float &lo, const float &hi, const...