How do I implement realistic lighting in 3D rendering using C++?
To implement realistic lighting, you can use techniques like Phong shading or ray tracing. Which one are you interested in?
I'm interested in ray tracing. Can you explain how it works?
Ray tracing simulates the way light interacts with objects. It traces rays from the camera and calculates color based on light sources and materials.
What are the key components I need to consider for ray tracing?
Key components include ray-object intersection, lighting calculations, and handling reflections and refractions.
Can you provide a simple code example for ray-object intersection?
Sure! Here's a basic example of ray-sphere intersection in C++... [code snippet]
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