Closed mannyamorim closed 1 year ago
For q2, it mentions that we use a hardcoded ambient light coefficient of 0.1 in blinn_phong_shading.h
For q1, I recall the prof mentioning that in such small scenes, dealing with light falloff just makes things too dim so we forego using it.
A couple of clarifications for assignment 3:
Material.h
we have theka
coefficient however I don't see any global ambient light intensity to multiply by to find the ambient light. Also if I add theka
directly (assuming that the ambient light coefficient is 1.0) then the images become much brighter than the samples. Want to know if ambient light is something we are considering for this assignment.