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Ray casting
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=== Shaded Pictures === To make a shaded picture, again cast one ray per pixel in the screen. This time, however, use the visible surface pointer S[1] at each pixel to access the description of the surface. From this, compute the surface normal at the visible point ''t''[1]. The pixelโs value, the displayable light intensity, is proportional to the cosine of the angle formed by the surface normal and the light-source-to-surface vector. Processing all pixels this way produces a raster-type picture of the scene.
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