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3.5 Reflection is the question. . I, the intensity of the point light i. Note: You can write the direction pointing from the point o

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3.5 Reflection is the question.

. I, the intensity of the point light i. Note: You can write the direction pointing from the point o to the point y a 2 + y 3.5 Reflection Given a ray hit point H, the position of the camera eye point C and the local surface normal N (all expressed in world space), compute the pixel coordinates that have to be accessed in the reflection map texture. This texture is stored so that uv-coordinates map to spherical coordinates (normalized in (0,1)). 3.6 Rasterization . I, the intensity of the point light i. Note: You can write the direction pointing from the point o to the point y a 2 + y 3.5 Reflection Given a ray hit point H, the position of the camera eye point C and the local surface normal N (all expressed in world space), compute the pixel coordinates that have to be accessed in the reflection map texture. This texture is stored so that uv-coordinates map to spherical coordinates (normalized in (0,1)). 3.6 Rasterization

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