Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
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Drawing Isosurface<br />
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Stop stepping along the ray when we hit<br />
surface, and render something<br />
In order to do lighting, we'll want the normal<br />
For a smooth scalar field, the normal is the<br />
gradient of the field at that point<br />
Compute gradient from volume texture?<br />
– No, this will be blocky<br />
– Instead, compute gradient via more juliaDist calls