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Recitation 5: Rendering Fractals

Recitation 5: Rendering Fractals

Recitation 5: Rendering Fractals

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Drawing Isosurface<br />

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●<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

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