Don't wanna be here? Send us removal request.
Text
Ior Tutorial Software
Software Testing Tutorial - Software testing helps to identify errors, gaps or missing requirements. Our free software testing tutorial & syllabus for beginners covers from basics to advanced automation or manual testing concepts.
Surface Type Summary. Here is an example that exercises most of the above options. There is a supply inlet on the right with a temperature of 50.0 C. On the bottom, a heater at 500 C supplies heat by convection and radiation. On the left, some of the air is exhausted with the surface temperature value of 20 C.
Individualized Training
No two athletes are the same, so individualize your training by identifying your unique physiological profile with the Power Duration Curve Model. Learn how you compare to other athlete types, find your strengths and limiters, and see the different ways your body creates and uses energy. You’ll get better results in less time with personalized training zones and optimized intervals tailored to your physiology.
Deeper Insights
WKO5 uses your data to surface valuable insights, turning analysis into answers that help guide your training decisions. WKO5 allows you to compare subjective feedback metrics from TrainingPeaks with objective data points to discover trends in your training. Ever wonder how perceived exertion affects your power, or how sleep quality influences your training intensity? Discover trends in your training by comparing subjective and objective data points.
Breakthrough Science
Know if you're overtraining—or if you're leaving too much on the table with powerful new metrics like the Training Impact Scores (TIS) and Dynamic Functional Reserve Capacity (dFRC). You can also create and analyze specific courses, intervals or segments to track how you perform over time using Smart Segments.
Getting started with Jira tutorial: 6 basic steps. Before you begin this tutorial, sign up for Jira Software for free. This guide will help you set up your first project, so keep this tab open while you sign up. Go on, we'll wait here. A change of either will result in the requires use if a different IOR. The IOR is generated on the OmniORB name server platform by omniNames. This IOR will then used in all the omniORB.cfg files for all the CORBA client and server computer systems. Notes: The default port is 2809 which complies with OMG's COS naming service protocol. Singularity provides a single universal on-ramp from developers’ workstations to local resources, the cloud, and all the way to edge. USERS OF SINGULARITY CAN BUILD APPLICATIONS ON THEIR DESKTOPS AND RUN HUNDREDS OR THOUSANDS OF INSTANCES—WITHOUT CHANGE—ON ANY PUBLIC CLOUD OR OUT TO THE COMPUTATIONAL EDGE.
Introduction to Shading
Software Ior Tutorial
Reflection, Refraction (Transmission) and Fresnel
Reflection and refraction are very common in the real world and can be observed every day. Glass or water are two very common materials which exhibit both properties. Light can pass through them, a phenomenon we call transmission and they can reflect light at the same time. The important question we will need to answer in this chapter is how do we know how much light is transmitted versus how much light is reflected? To answer this question, we will need to learn about the Fresnel effect. Other materials are opaque and can not transmit any light though they can certainly reflect it very well. This is the case for example of metals.
In this chapter, we will learn about simulating reflection, refraction (transmission) and the Fresnel effect which defines for transparent materials such as glass and water how much light is reflected vs. how much light is transmitted.
Reflection
Figure 1: the angle of incidence and the angle of reflection are equal.
Figure 2: computing the reflection direction can be done using simple geometry.
Let's start with reflection which is almost the simplest form of light-matter interaction. Reflection is the result of what happens to a photon, or an incident light beam if you are not familiar with the concept of photon, when it hits the surface of a reflective surface such as glass, water, or a sheet of aluminium for example. What happens to this photon, is very similar to what happens to a tennis ball when it hits the surface of the floor. It bounces back in a direction which is symmetrical to the incident direction about the surface normal at the point of impact as shown in figure 1. In other words, if the angle between the incident direction and the surface normal is denoted (theta_i) and the angle between the reflected direction and the surface normal is (theta_r), then (theta_i = theta_r). Simple! This is called the law of reflection.
Computing the reflection direction when the incident direction and the surface normal are known is very simple. As you can see in figure 2, the vectors I and R can be expressed in terms of the vector A and B:
$$ begin(array)(l) I &=& A + B, R &=& A - B. end(array) $$
The vector (B) can easily be computed. It is the projection of the vector (I) or (R) onto the vector (N). As explained in the lesson on geometry (check the dot product paragraph), this can be computed using the following equation:
$$B = cos(theta) * N.$$
The term (cos(theta)) is of course equal to: (N.I). It is the dot product between (N) and (I).
We can now replace (B) in both equations:

$$ begin(array)(l) I &=& A + cos(theta) * N, R &=& A - cos(theta) * N. end(array) $$
We can re-write the first equation as follows:
$$A = I - cos(theta) * N.$$
We can write the second equation using this result as follows:
$$ begin(array)(l) R &=& I - cos(theta) * N - cos(theta) * N, R &=& I - 2cos(theta) N, R &=& I - 2(N cdot I)N. end(array) $$
Figure 3: the eye only 'sees' the image of the object whose reflection direction coincidences with the view direction.
Ior Tutorial Software For Beginners
A reflection of a light ray can only be seen if the reflected ray direction is traveling in the same direction that then view direction. In figure 3, you can see the reflection of three rays with distinct incident directions and distinct colors. While the light beams intersects the surface in the same exact point on the surface, the observer will only see the reflection of the ray in the middle (the ray with the orange color). If you fix the view direction and change the direction of the incident ray in the middle even just slightly, then the observer will stop seeing the reflection of that ray. To see the reflection of the ray again, the observer would need to change his/her position to align his/her view direction with the direction of the orange reflected ray. If the direction of the incident is fixed but that the observer moves, then if the view direction is aligned with the reflection direction of the red, orange and green reflected ray successively, then the viewer would see in turn a red, orange and then green point on the surface of the object. This is very similar to what happens when we observe the reflection of the sun by a wavy water surface. We can see the reflection of the sun when the angle of the wave with respect to the viewer is right but because the shape of the wave changes rapidly the reflection can appear as well as disappear quickly (glittering effect).
The fact that the reflected image of the objects in the scene from which these light rays are emitted changes with the view direction, is the reason why we say that reflection is view dependent. If you look at the reflection of a static object in the mirror and change direction, you will see that the image of that object changes. This is something that we find natural when we look at object from a different angle, but that we find maybe less natural when we change our position with respect to a mirror reflecting that same object, though the reason why this is happening is essentially the same. We look at a different part of the object. By opposition we say that diffuse reflections are view independent because they don't vary with the angle of view as explained in the chapter on Lambertian material.
Figure 4: if the surface that the primary ray intersects is a mirror we then cast a ray in the reflection direction. The shaded point (P) either takes on the color of the background if the reflection ray didn't intersect any geometry or the color of the object that the reflection ray intersected otherwise.
Simulating reflection in our ray-tracer is very simple. If the object that the primary ray hit is a mirror like surface, then we compute the reflection direction using the incident view direction (the primary ray direction) and the normal of the surface at the intersection point. We then call the castRay() function recursively (the function calls itself) and assign to the primary ray color the color of the reflected ray. The reflection ray can be called a reflection or also sometimes a specular ray (we will explain what the term specular means in more detail in the next chapter). Note that this technique can only produce perfectly sharp reflections. To learn how to produce blurry or glossy reflections, please refer to the next chapter or the second lesson on shading from this section. Because the plane in our example reflects the background color when it doesn't reflect the sphere, the plane and the background image wouldn't visually be distinguishable from each other. For this reason we reduce the brightness of the reflection by a small amount (20% in our example - line 24). This is not totally wrong, as mirror like surfaces generally never reflect 100% of the incident light anyway. The Fresnel effect which we will talk about later in this chapter can also have an effect on how much light a surface reflects.
Vec3f reflect(const Vec3f &I, const Vec3f &N) ( return I - 2 * dotProduct(I, N) * N; ) Vec3f castRay( const Vec3f &orig, const Vec3f &dir, const std::vector<std::unique_ptr<Object>> &objects, const std::vector<std::unique_ptr<Light>> &lights, const Options &options, const uint32_t & depth = 0) ( if (depth > options.maxDepth) return options.backgroundColor; ... if (trace(orig, dir, objects, isect)) ( ... switch (isect.hitObject->type) ( case kDiffuse: ... case kReflection: ( Vec3f R = reflect(dir, hitNormal); hitColor += 0.8 * castRay(hitPoint + hitNormal * options.bias, R, objects, lights, options, depth + 1); break; ) ... ) ) ... return hitColor; )
Figure 5: reflection of the sphere in the plane. The attenuated the reflection to more easily differentiate the plane from the background.
Note that the process is potentially recursive. It is entirely possible to have a situation in which a ray intersects a reflective surface from which we cast another reflection ray, that will intersect in turn another reflective surface, etc. In other words, the process will keep casting reflection rays unless the ray intersects an object which is not a mirror or if it doesn't intersect anything at all (in which case we return the background color). If a ray kept reflecting other reflecting surfaces without ever reflecting anything else, we would then enter some kind of infinite recursive process. To prevent this from happening, we generally put a cap or limit on the number of recursions. The number of times a reflection ray is reflected off of surfaces is called the ray depth. When we cast a reflection ray from the primary ray, we say that the ray has a depth of 1. After two reflections, the ray has a depth of 2 and so on. The ray depth is incremented each time we call the castRay() function recursively. At the beginning of the function (line 14), we test whether the ray depth is greater than the maximum ray depth allowed. If this is the case, we stop from going any further in the execution of the function and simply return the background color (as if the ray had not intersected any object at all). Of course, introducing this cap, means that our produced image will deviate from reality. Though for most scenes using a depth much greater than 4 or 5 generally doesn't make much of visual difference. It's only when very complex transparent surfaces are rendered (such as water splashes) that using a depth much greater than 5 is necessarily for producing images that are similar to the real thing. But these cases are hopefully generally rare. Keep in mind that another reason for putting a cap on the recursion depth is also because ray-tracing is expensive. The higher the recursion the longer it will take to render a frame. Setting the maximum recursion depth is always a trade-off between image quality and render time.
Note that reflection (as many of the other shading effect we will study from now on) can be perfectly simulated with the ray-tracing algorithm. Remember that ray-tracing is essentially a technique for computing the visibility between two points. In this particular case, we compute the visibility between the point from which the ray is cast to the first surface that the ray intersects in the ray's direction (the reflection direction in this example). This is primarily why ray-tracing is better than rasterization for example when it comes to simulating effects such as reflection.
Refraction
In this lesson, we will only deal with the case of clear transparent objects. For many transparent objects light is attenuated as it travels through the medium. In this lesson we will ignore the effect of light attenuation and absorption by a medium. You will find information on this effect in the advanced lessons on shading.
Figure 7: when light rays pass from one 'transparent' medium to another, they change direction.
When light rays pass from one 'transparent' medium to another, they change direction. This phenomenon is illustrated in figure 7. As you can see the light ray represented in this figure is bent at the boundary or interface between the two mediums (this can be air-glass, air-water, glass-water, etc.). The new direction of the ray depends on two factors. The ray angle of incidence and the new medium refractive index or index of refraction (also sometimes referred to as ior). The index of refraction for glass and water is around 1.5 and 1.3 respectively. For a fixed angle of incidence, the amount of bending depends on the index of refraction. (as shown in the image below).
When light travels in vacuum, we all know that it travels at the speed of light which is often denoted with the constant (c). But when it travels through another medium, its speed decreases. If we denote the speed of light in this medium (v), then the index of refraction is simply the ratio of (c) over (v):
$$eta= dfrac(c)(v).$$
Figure 9: effect of refraction (not the inverted image of the background scene in the glass ball).
Figure 10: the reflection and refraction rays lie in the plane of incidence.
Figure 11: compute the refraction ray direction using geometry.
Refraction indices are generally denoted with the letter (eta) (the Greek letter eta). Light travels faster in water than in glass, but slower than in air (air has an refractive index very close to 1 and in CG we almost always treat air as if it was a vacuum). Refraction or the bending of light rays explains why objects seen through transparent objects such as glass or water, look deformed. It can create some really strange effects such as the illusion of a broken pen shown in figure 8. Looking at objects through a glass ball can inverse the image of the objects seen through the ball as shown in figure 9. These are some effects caused by refraction (which fits into the category of optical effects). Explaining the phenonemon of refraction is beyond the scope of this lesson. We will just stick for now to the equation that can be used to compute the refracted ray direction.
Refraction is described by the Snell's law, which states that for a given pair of media, the ratio of the sines of the angle of incidence (theta_1) and angle of refraction (theta_1) is equivalent to the opposite ratio of the indices of refraction (figure 7):
$$dfrac(sintheta_1)(sintheta_2) = dfrac(eta_2)(eta_1).$$
As you can see, the equation is really simple. We already know (theta_1), is the dot product between the incident ray direction and the surface normal as well as the refraction indices. Although how does it work in 3D space? In fact, if you look at figure 10, you can see that the incident ray, the reflected ray and the transmitted ray all lie in the same plane which is called the plane of incidence (in this plane lies the incident ray and the surface normal). In other words we can really think in terms of geometric construction in the plane of incidence. Look at figure 11. First, you can see that the vector (T) the transmission ray that we want to build, is the sum of the vector (A) and (B)
$$T = A + B.$$
(A) and (B) can easily be computed using the following two equations:
$$ begin(array)(l) A = Msin(theta_2), B = -Ncos(theta_2). end(array) $$
We already know about (N) but what about vector (M)? Well this vector can also be easily found by construction. You can see that (M) can be computed as follows:
$$M = dfrac((I + C))(sin(theta_1)).$$
The first part of the equation is simple. The term (I + C) gives a vector perpendicular to (N) or if you prefer to say it differently, tangent to the surface. Though this vector is normalized. To normalise it, you just need to divide it by (sin(theta_1)). You can see that the length of (I + C) is exactly equal to (sin(theta_1)). If the length of the unnormalized vector is 0.7 and that you divide it by 0.7, its length after the division will be 1. The vector will be normalized. We have (M) and (N). The vector (C) is simply equal as usual to:
$$C = cos(theta_1)N.$$
If we put all these elements together we get:
$$ begin(array)(l) T = A + B, T = Msin(theta_2) - Ncos(theta_2), T = dfrac((I + C)sin(theta_2))(sin(theta_1)) - Ncos(theta_2), T = dfrac((I + cos(theta_1)N)sin(theta_2))(sin(theta_1)) - Ncos(theta_2). end(array) $$
We know that (Snell's law):
$$dfrac(sin(theta_2))(sin(theta_1)) = dfrac(eta_1)(eta_2).$$
Thus:
$$T = dfrac(eta_1)(eta_2)(I + cos(theta_1)N) - Ncos(theta_2).$$
We also know that:
$$cos^2(theta) + sin^2(theta) = 1 rightarrow cos(theta) = sqrt(1 - sin^2(theta)).$$
And since:
$$sin(theta_2) = dfrac(eta_1)(eta_2) sin(theta_1).$$
We finally have:
$$T = dfrac(eta_1)(eta_2)(I + cos(theta_1)N) - Nsqrt(1 - left( dfrac(eta_1)(eta_2) right) ^2 sin^2(theta_1)).$$
If we write:
$$ begin(array)(l) eta = dfrac(eta_1)(eta_2), c_1 = cos(theta_1) = N cdot I, c_2 = sqrt(1 - left( dfrac(n_1)(n_2) right) ^2 sin^2(theta_1)) rightarrow sqrt(1 - left( dfrac(n_1)(n_2) right) ^2 (1 - cos^2(theta_1))) end(array) $$
Then:
$$ begin(array)(l) T = eta(I + c_1 N) - N c_2, T = eta I + (eta c_1 - c_2) N. end(array) $$
Figure 12: is the incident ray inside or outside the medium with the highest refraction index? If inside the object and leaving it, we then need to flip the normal direction to compute the refraction direction.
Maybe you should take a moment to contemplate the beauty of nature (and of mathematics). It was quite astonishing to think that light follows such simple mathematic geometric rules and yet, what causes the phenomenon of refraction is quite a complex physical effect. Congratulations, you now can compute the direction of the refracted ray. There are a couple of details we need to take care of though in the actual implementation of this equation. First in some cases the ray will hit the surface from outside. This is the case when the light ray enters a volume of water for example. But when the ray leaves that volume of water, the normal will be pointing on the other side of the water surface. In this particular case if we want our equation to work we will need to invert the normal direction. Finding if the incident ray hits the surface from outside or inside can simply be done by checking the sign of the dot product between the normal and the incident ray direction (as shown in figure 12). Keep in mind that the result of (cos(theta_1)) also needs to be positive. If it is negative (if the incident ray hits the surface from outside) we will need to reverse the sign of the dot product. Finally keep in mind that (eta_1) and (eta_2) are the refraction indices of the first and second medium respectively. If the ray leaves the second medium and enter the first one, we will need to inverse the order of the two medium refraction index to compute (eta).
Vec3f refract(const Vec3f &I, const Vec3f &N, const float &ior) ( Vec3f Nrefr = N; float NdotI = Nrefr.dotProduct(I); float etai = 1, etat = ior; // etai is the index of refraction of the medium the ray is in before entering the second medium if (NdotI < 0) ( // we are outside the surface, we want cos(theta) to be positive NdotI = -NdotI; ) else ( // we are inside the surface, cos(theta) is already positive but reverse normal direction Nrefr = -N; // swap the refraction indices std::swap(etai, etat); ) float eta = etai / etat; // n_1 / n_2 ... )
In this particular piece of code, ior is the refraction index of the material of the physical object the ray has either hit or is about to leave (glass, water, etc.). As stated before air has a refraction index close to 1, and for this reason, in CG, we generally ignore it. We treat air as if it was a vacuum.
One final detail needs to be accounted for. When the angle of incident is greater than some value called the critical angle, then 100% of the light incident on the surface is reflected. In another words, when the angle of incident is greater than the critical angle, there isn't any refraction at all. This only happens though when the light ray passes from one medium to another medium with a lower index of refraction, such as in the case of a water-air, diamond-water or glass-water interaction. This phenomenon is called total internal reflection.
We can compute this angle if desired, though when we compute the refraction direction, there is a simpler way of knowing when this happens. It happens when the term within the square root of the term (c_2) is negative (the square root in this case is a negative number or imaginary):
Vec3f refract(const Vec3f &I, const Vec3f &N, const float &ior) ( Vec3f Nrefr = N; ... float k = 1 - eta * eta * (1 - cosi * cosi); if (k < 0) // total internal reflection. There is no refraction in this case return 0; else eta * I + (eta * NdotI - sqrtf(k)) * Nrefr ; )
There is another way of computing or finding out when the incident light is totally reflected rather than being refracted. You need to compute the sine of the angle of refraction. If (sintheta_2) is greater than 1, then we have a case of total internal reflection. Note that this value can easily be computed using Snell's law:
float sint = etai / etat * sqrtf(std::max(0.f, 1 - cosi * cosi));
Finally here is a complete implementation of the refraction function:
Vec3f refract(const Vec3f &I, const Vec3f &N, const float &ior) ( float cosi = clamp(-1, 1, dotProduct(I, N)); float etai = 1, etat = ior; Vec3f n = N; if (cosi < 0) ( cosi = -cosi; ) else ( std::swap(etai, etat); n= -N; ) float eta = etai / etat; float k = 1 - eta * eta * (1 - cosi * cosi); return k < 0 ? 0 : eta * I + (eta * cosi - sqrtf(k)) * n; )
You can see a render of a glass sphere on the right. As in the example of the real glass ball from figure 9, you can see that the image of the background geometry is inverted in the sphere. If you follow the path of the refracted rays through the ball, you will understand why. The problem with this image though, is that it is not completely realistic. Glass spheres as well as pretty much every other transparent surface (water, diamonds, crystal, etc.) transmit as well as reflect light. They are both refractive and reflective. The problem is how do we know how much light they transmit vs. the amount of light they reflect? This ratio is actually given by the Fresnel equations which we will study next.
Fresnel
As mentioned just above, transparent objects such as glass or water are both refractive and reflective. How much light they reflect vs the amount they transmit actually depends on the angle of incidence. The amount of transmitted light increases when the angle of incidence decreases. And since by the principle of the conservation of energy, the amount of reflected light plus the amount of refracted light is necessary equal to the total amount of incident light, you can deduce that the amount of reflected light increases when the angle of incidence increases, up to 100% as the angle gets closer to 90 degrees. Technically, the edges of a glass ball are 100% reflective. In its center though, the sphere only reflects about 6% of the incident light.
The amount of reflected vs. refracted light can be computed using what we call the Fresnel equations. Explaining the origin of these equations and how they can be derived goes far beyond the level of explanation we are willing to give in this lesson. Light is composed of two perpendicular waves which we call parallel and perpendicular polarised light. Don't worry too much if you don't know about this detail. Suffice to know that we need to compute the ratio of reflected light for these two waves using two different equations (one for each type of wave) and average the results to find the solution. The two Fresnel equations are:
$$ begin(array)(l) F_(Rparallel) = left( dfrac(eta_2 costheta_1 - eta_1 cos theta_2)(eta_2 costheta_1 + eta_1 cos theta_2) right)^2, F_(Rperp) = left( dfrac(eta_1 costheta_2 - eta_2 cos theta_1)(eta_1 costheta_2 + eta_2 cos theta_1) right)^2. end(array) $$
By taking the average of the two we get the actual ratio of reflected light:

$$F_R = dfrac(1)(2)(F_(Rparallel) + F_(Rperp)).$$
The terms (eta_1), (eta_2) are the refraction indices of the two mediums. The terms (costheta_1) and (costheta_2) are the angle of incidence and refraction respectively. As mentioned before, due to conservation of energy, the ratio of refracted light can simply be computed as:
$$F_T = 1 - F_R.$$
Keep in mind that if light goes from a medium to another medium with a lower refraction index, it may be subject to the phenomenon of total internal reflection. This is obviously happening in the case of material such as glass or water, so we need to take this into account. We do so by computing as in the case of reflection, the sine of the angle of refraction or (theta_2). If (sintheta_2) is greater than 1, then we have a case of total reflection. In this particular case, there is no need to compute the Fresnels formulas. We can just set (F_R) to 1. As usual, you will need to swap the refraction indices if you find out that the incident ray is inside the object with the greatest refraction index. This can be done again by testing the sign of the cosine of the angle between the surface normal and the incident ray direction (the sign of (costheta_1)). Here is a possible implementation of the Fresnel formula:
void fresnel(const Vec3f &I, const Vec3f &N, const float &ior, float &kr) ( float cosi = clamp(-1, 1, dotProduct(I, N)); float etai = 1, etat = ior; if (cosi > 0) ( std::swap(etai, etat); ) // Compute sini using Snell's law float sint = etai / etat * sqrtf(std::max(0.f, 1 - cosi * cosi)); // Total internal reflection if (sint >= 1) ( kr = 1; ) else ( float cost = sqrtf(std::max(0.f, 1 - sint * sint)); cosi = fabsf(cosi); float Rs = ((etat * cosi) - (etai * cost)) / ((etat * cosi) + (etai * cost)); float Rp = ((etai * cosi) - (etat * cost)) / ((etai * cosi) + (etat * cost)); kr = (Rs * Rs + Rp * Rp) / 2; ) // As a consequence of the conservation of energy, transmittance is given by: // kt = 1 - kr; )
If you plot this function here is what the curves look like:
The curve on the left shows the ratio of reflected light in the case of an air-glass transition. The curve on the right shows the same ratio for a transition glass-air. As you can see, 100% of the light is reflected when we reach an angle of incidence much smaller than 90 degrees in the second cube. This is due to the phenomenon of total internal reflection.
Figure 15: the ratio of reflected light increases as the angle between the view direction and the surface normal increases.
Figure 16: the ratio of reflected light increases as the angle between the view direction and the surface normal increases.
The fresnel effect can easily be observed in nature. If you look at the picture of the lake with some mountains in the background and pebbles in the foreground at the beginning of this chapter, you can see that the reflection seems to increase with distance. Note also that while reflections are strong in the distance, we see more clearly through the water in the foreground that we do in the far distance. This is due to fresnel. The angle of incidence increases with the distance as shown in figure 16, and we know that the ratio of reflection vs. transmission increases with the angle of incidence. Thus naturally as we look in the distance, the water surface reflects more light. Though if we look almost directly down on the water surface, a few meters from where we stand, the angle incidence is low and most of the light is actually transmitted. Thus we see through the water more clearly than when we look in the distance. You can easily observe this effect on a large variety of objects: the facade of building made out of glass, glass balls which are more reflective on the edges, etc.
Implementation

Let's now put everything we learned so far, and try to reproduce the image of the pen in a glass of water. For this exercise we will just model the volume of water with a simple cylinder. To keep things simple we haven't created a model of the glass containing the volume of water. This is left as an exercise. The scene is rendered with a distance light. To keep things simple, the water volume doesn't cast shadow. Shadow casting of transparent objects will be studied in a separate lesson. The pen is rendered using a flat shading model. The rest of the scene uses smooth shading (interpolation of vertex normals). First we declare the volume model as both a reflective and refractive surface. We also added an ior member variable to the object class to store the object index of refraction:
TriangleMesh *mesh3 = loadPolyMeshFromFile('./cylinder.geo', Matrix44f::kIdentity); if (mesh3 != nullptr) ( mesh3->type = kReflectionAndRefraction; mesh3->ior = 1.3; objects.push_back(std::unique_ptr<Object>(mesh3)); )
Figure 17: because of numerical precision issues, the intersection point may actually be under the surface of the object the ray has hit. For this reason we need to push the reflection ray origin above the surface and the refracted ray origin below the surface by adding some artificial bias along the normal direction.
In the castRay function, we just added one case to the material switch. If the surface is both transparent, we then first compute the ratio of reflected light using the fresnel equation. Note that, as a small optimisation, we only compute the transmitted light if the ratio of reflected light is lower than 1 (this is not a case of total internal reflection). The reflected and refraction ray are then computed (lines 22 and 27) and the reflected and transmitted light is computed by tracing a ray in both the reflected and refracted direction. Note that we have to add a small bias again to the ray origin to avoid the phenomenon of acne which we already described in the chapters on shadows. In the case of reflection we need to push the point on the same side of the surface hit by the incident ray, and in the case of refraction, the points need to be pushed inward (figure 17).
The way we deal with acne in ray-tracing by pushing the ray origin in the normal direction is a very naive solution to this problem. Research to address this problem has been done and can be found on the web. An ideal solution is one in which the bias can be computed automatically as opposed to being fixed for the entire scene, or fixed on an object basis.
Finally the results are mixed using the result of the fresnel equation (line 32).
switch (isect.hitObject->type) ( case kDiffuse: ( ... break; ) case kReflection: ( ... break; ) case kReflectionAndRefraction: ( Vec3f refractionColor = 0; // compute fresnel float kr; fresnel(dir, hitNormal, isect.hitObject->ior, kr); bool outside = dir.dotProduct(hitNormal) < 0; Vec3f bias = options.bias * hitNormal; // compute refraction if it is not a case of total internal reflection if (kr < 1) ( Vec3f refractionDirection = refract(dir, hitNormal, isect.hitObject->ior).normalize(); Vec3f refractionRayOrig = outside ? hitPoint - bias : hitPoint + bias; refractionColor = castRay(refractionRayOrig, refractionDirection, objects, lights, options, depth + 1); ) Vec3f reflectionDirection = reflect(dir, hitNormal).normalize(); Vec3f reflectionRayOrig = outside ? hitPoint + bias : hitPoint - bias; Vec3f reflectionColor = castRay(reflectionRayOrig, reflectionDirection, objects, lights, options, depth + 1); // mix the two hitColor += reflectionColor * kr + refractionColor * (1 - kr); break; ) default: break; )
Note that the result we get is very similar to the same scene rendered with a commercial renderer (Mental Ray in this case). The difference between the two images come from the fact that in the reference image we set the max depth to 10 while in the image on right (our render), we set the max depth limit to 4. If you set the limit to 10, you will get the same image:
Note that the effect of the refracted pen in the water is very similar to the image in figure 8. While subtle, the fresnel effect on the edges of the water volume is also visible. Some people don't feel that this image is actually photo-real. Through from a physical point of view, it is. If you do not simulate the internal reflections though, you get an image like the one of the right, which might seem visual more real. This is also what the art of shading is all about. To the contrary of nature, you have a control on many different aspects of the simulation and by changing various settings (whether you similar internal reflections or not, the maximum ray depth, etc.) you can control the look of the final rendered image.
Other Things You Should Know About Reflection: Conductor and Dielectric.
This is already a long chapter in which we introduced many fondamental concepts from shading. Namely we talked about:
Reflection,
Refraction,
Fresnel,
and ray scene and bias as a side effect of using ray-tracing to compute or simulate these effects.
There is many more things to say about these different effects. For example that reflections is a wavelength effect. Indeed material do not refract light of different wavelength the same way. We will study these details later. Though one thing you may want to know before we close this chapter, is that metallic objects too reflect light. In fact, in computer graphics we like to classify materials in two broad categories: the dielectric materials and the conductor materials. Conductors as you may have guessed are metals. Metals too reflect light and they also reflect more light at grazing angle. Though the fresnel equation used to reflect the ratio of reflected light by metals is different than the one we studied in this lesson which is used to simulate the fresnel effect of dielectric materials. Dielectric are essentially non conducting materials or electric insulators for example. In this category you find things such as glass or plastic as well as water. Pure water is an electric insulator indeed. Remember the names conductor and dielectric as they are used a lot in shading and computer graphics.
0 notes
Text
Cisco Packet Tracer Activity Wizard Password
Nov 28, 2018 Cisco Packet Tracer Activity 5.3.3.5. Crack Activity Wizard password of Cisco Packet Tracer 6.2. In this video I show you how I managed to crack the cisco packet tracer 6.2 activity. What is activity wizard in cisco packet tracer? What is the password for the activity wizard on Packet Tracer? The password is: sanfran It is case. Crack Activity Wizard Password Of Cisco Packet Tracer 6.2. Cisco Packet Tracer download is the advanced, powerful network simulation software. It lets you perform experiments with networking such as authoring, visualization, collaboration and assessment capabilities. It helps people to learn difficult concepts of networking. Intermediate Packet Tracer Activities are password protected to keep users from modifying them However, instructors may wish to edit an activity to make a correction or create a new activity To access an activity file for editing, open the desired file and then go to the File menu and select Activity Wizard Using Packet Tracer Activities.
Packet Tracer Activity Answers
Cisco Packet Tracer Activity Wizard Password Protection
Introduction: Configure Password for Devices in Cisco Packet Tracer
In this instructable you will learn how to set a password to layer 2 and layer 3 devices so that only the user can access them.
En este instructable se aprenderá a poder colocar una contraseña a los dispositivos de capa 2 y capa 3 para que solamente el usuario pueda acceder a ellos.
Step 1: Privileged Mode
In this step we will configure the user mode in a privileged mode. To do this we select our router and enter the CLI configuration by placing the following command:
Router>enable
En este paso configuraremos de modo usuario a modo privilegiado. Para ello seleccionaremos nuestro router y entramos a la configuración CLI colocando el siguiente comando:
Router>enable
Step 2: Global Configuration Mode
Now we configure from privileged mode to global mode, the commands to use are:
Router#configure terminal
Ahora configuramos del modo privilegiado al modo global, los comandos a utilizar son: Router#configure terminal
Step 3: Set the Password
To configure the password it is essential to do so in global configuration mode, the commands that will be used are:
Router(config)#line vty 0 4
Router(config-line)#password instructables
Router(config-line)#login
Para configurar la contraseña es indispensable hacerlo en el modo de configuración global, los comandos que se utilizarán son:
Router(config)#line vty 0 4
Router(config-line)#password instructables
Router(config-line)#login
Step 4: Enable the Password
Now that the password has been set, it is essential to be able to enable it in the global configuration, the commands to use are:

Router(config-line)#exit
Router(config)#enable secret instructables
Ahora que ya se configuro la contraseña es indispensable poderla habilitar en la configuración global, los comandos a utilizar son:
Router(config-line)#exit
Router(config)#enable secret instructables
Step 5: Test Password
To do this we will try to enter each configuration mode, see that if we do not have the password we will not be able to access the global configuration mode and the privileged mode.
Para ello intentaremos ingresar a cada modo de configuración, veremos que si no tenemos la contraseña no podremos acceder al modo usuario y al modo privilegiado.
Step 6: Remote Console Cable Access
Now we will try to access the router via a laptop using a console cable and serial communication.
Ahora intentaremos ingresar por medio de una laptop al router usando un cable de consola y comunicación serial.
Step 7: Telnet Remote Access
As a last test we will give an IP address to a laptop and a physical interface of the router, we will try to log in from the laptop via telnet to the router. Now we will notice that at this time you will ask us for the password twice, once to enter the user mode and again to enter the privileged user.
The network address 192.168.255.0 /30 will be used for this purpose.
Como última prueba le daremos una dirección IP a una laptop y a una interfaz física del router, nosotros trataremos de ingresar desde la laptop por telnet hacia el router. Ahora notaremos que en este momento nos solicitara dos veces la contraseña, una vez para ingresar al modo usuario y otra vez para ingresar al usuario privilegiado.
Para ello se utilizará la dirección de red 192.168.255.0 /30
Step 8: Configure and Enable Password on a Switch
For demonstration purposes only, we will also configure the security password for the switch of our topology with the same commands we use for the router described in steps 3 and 4. Plus the safety test from step 6.
Solo como fines demostrativos, también configuraremos la contraseña de seguridad para el switch de nuestra topología con los mismos comandos que usamos para el router descritos en los pasos 3 y 4. Además de la prueba de seguridad del paso 6.
Be the First to Share
Recommendations
Packet Tracer Activity Answers
39 3.0K
SonicSurface: Phased-array for Levitation, Mid-air Tactile Feedback and Target Directional Speakers in Electronics
Bo Peep's Skunk Mobile - Remote Control Plushy in Toys & Games
DIY 3D-Printed Soldering Fume Extractor in Electronics
Maps Challenge
Fandom Contest
Make it Fly Challenge
Official Packet Tracer Tutorials
The following tutorials demonstrate the basic functions, features, and aspects of Packet Tracer.
1 Getting Started
- Learn how to navigate the main interface.
- Learn how to customize Packet Tracer options.
2 Logical Workspace
- Learn how to create, arrange, delete and connect devices.
- Learn how to create and remove custom device templates.
- Learn how to create, arrange, uncluster, delete, and connect clusters.
- Learn how to edit and annotate a network topology.
3 Configuring Devices
- Learn how to configure devices using the Config tab.
- Learn how to configure devices using the Desktop tab.
- Learn how to configure device services using the Services Tab.
- Learn how to configure devices using the CLI tab.
4 Realtime and Simulation Modes
- Introduces an overview of the simulation environment.
- Learn the details of every feature in the Simulation Panel including the Event List, Play Controls, and Event List Filters.
- Introduces more advanced features in Simulation Mode to users.
- Explains the information displayed in a PDU and how to use Challenge mode in a PDU.
5 Physical Workspace
- Introduces a brief description of the interface of Physical Workspace and how to navigate Physical Workspace.
- Explains how to modify Physical Workspace by creating new objects, removing existing objects, and moving objects from one location to another location in Physical Workspace.
- Learn how to create realistic structured cabling in the Physical Workspace.
- Demonstrates how the Logical Workspace and the Physical Workspace interact.
6 Activity Wizard Novice
- Demonstrates how to launch and exit Activity Wizard.
- Demonstrates how to write instructions for an activity.
- Reviews features related to the answer network.
- Reviews features related to the initial network.
- Explains how to use the Test Activity and Check Activity features to create a reliable activity.
- Demonstrates how to set a password, how to save and distribute an activity.
7 Activity Wizard - Variable Manager
- Introduces the Variable Manager of the Activity Wizard.
- Explains and demonstrates how to create a pool in the Variable Manager.
- Explains and demonstrates how to create a variable in the Variable Manager.
- Demonstrates how to apply variables to the Instructions.
- Demonstrates how to apply variables to the Network Topology.
- Demonstrates how to apply variables to the Assessment Tree.
- Demonstrates how to apply variables to the Connectivity Tests section.
- Demonstrates how to apply variables to the Overall Feedback section.
- Demonstrates how to verify assigned variables.
- Demonstrates sting concatenation with variables.
8 Activity Wizard - Scoring Model
- Gives an overview of the Scoring Model interface in the Activity Wizard.
9 Activity Wizard - Miscellaneous Features
- Goes over importing an existing file as an Answer network.
- Goes over using external instructions for an activity.
- Goes over changing points and components in an activity.
- Goes over how to create a graded activity item requiring users to encircle devices and links.
10 WRT300N
- Demonstrates how to use a WRT300N router in a SOHO network.
11 Multiuser
- Demonstrates how to enable the Multiuser feature in Packet Tracer.
- Demonstrates the creation of a connection between two remote peers.
- Demonstrates the usage of the Port Visibility feature.
- Demonstrates how to chain three Packet Tracer instances together.
12 Window Management
- Explains how to organize windows in the Packet Tracer Interface.
- Shows how to manage multiple windows when Packet Tracer is launched locally.
13 Wan Cloud Configuration
- Demonstrates how to create a Frame Relay network using the WAN cloud.
- Demonstrates how to create DSL and Cable on the WAN cloud.
- Demonstrates how to create a Dial-Up network using the WAN cloud.
Cisco Packet Tracer Activity Wizard Password Protection
14 New 7.0 Features
- Introduce the latest capabilities of Packet Tracer 7.0.
- Explore the new IoT devices.
- How to create a Smart Home with the new IoT features.
- Explore the new devices and protocols in 7.0.
- Connect your IoT device to a server for remote control.
- Learn how to use containers, bendpoints, and other physical workspace capabilities.
- See what you can do with the HTTP server now.
- Learn how to create your own custom IoT device.
- Learn how to use the email client with the MCU.
- See how the environment affects the sensors.
- Control the environment variables to create a dynamic world.
0 notes
Text
Lol Pregame Stats Program

Everything you need for champ select, pre-game scouting, and in-game builds, displayed in real time
Lol Pregame Stats Program For 2020
Lol Pregame Stats Program
Lol Pregame Stats Program Free
Lol Pregame Stats Programme
Everything you need for Tier S compositions, advanced item builder, and newest cheat-sheets.

The data analysis app will now be pre-loaded onto all OMEN PCs for HP's gaming audience. Stats-based, quantitative League of Legends tier lists.
Over 1.6 million players use LoLwiz to give them an edge. Don’t get left behind!
Your All-Inclusive App For Competitive Ranked Play
Gaining a competitive edge is all about information.
Lol Pregame Stats Program For 2020
1. Which champs are statistically more likely to shut down your main?
2. Which of your enemies is most susceptible to ganks?
3. Which build is performing best on the current patch?
1. Which champs are statistically more likely to shut down your main?
2. Which of your enemies is most susceptible to ganks?
3. Which build is performing best on the current patch?
LoLwiz gives you all this information and more via a single, real-time display.
With LoLwiz, you can spend those critical pregame minutes analyzing your matchup instead of pulling up 3 browser tabs and two apps trying to get the necessary info.
LoLwiz gives you everything you need in one place, so you can focus on one thing: winning.
Dominate Champ Select
SoloQ is heavily influenced by champ select. Your ability to dominate a game can be significantly improved by taking a strong champ, while a rough counterpick can make it difficult to get ahead and carry your team to victory. Lolwiz gives you the real-time data you need to dominate champ select. See the highest win rate champs in your role, as well as the 5 best bans for your champ, role, and the meta at large. Once you’ve made your pick, we’ll show you both the most popular and highest win rate runes for that patch, so you’re ready to maximize your champ’s potential.
Scout Your Teammates & Competitors
SoloQ is rarely a true 5v5. If you can get the best players on your team ahead while neutralizing your opponent’s best players, you can add a whole lot more W’s to that ranked win column. Lolwiz gives you the most thorough player review on the market. Straight from the loading screen, you can review champ win rates, kill participation and KDAs for the entire season, as well as the last 10 games. See who’s hot, who’s tilted, and who’s on comfort picks as you formulate your plan of attack.
Plan Your Optimal Build

There are hundreds of apps that provide recommended builds, but optimal builds change based on team compositions. A single, cookie cutter build won’t give you the edge you need to climb the ranked ladder. Lolwiz shows you the leading build for the current patch and breaks down the percentage of magical, physical, and true damage for each player and team, so you can optimize your build. We even give you champ specific recommendations, like pointing out that health items are less effective against Amumu due to his W “Despair”.
Fully Compliant With Riot TOS
While Lolwiz is designed to give you a big edge in ranked play, it’s also designed to be fully compliant with Riot’s Terms of Service. Our app is is completely safe to use, and we’ve hosted thousands of users daily since 2015 without ever once having a compliance issue.
Recommended For SoloQ By The Pros
Pro gamers understand that SoloQ is a different animal. It’s less about playing “the right way” and more about exploiting weaknesses and abusing strengths in order to climb fast. That’s why many of the top pros and streamers recommend using Lolwiz for SoloQ. We help you identify winning strategies and weak links, so you can gain elo faster than ever.
But don’t take our word for it. See what one Rioter had to say about LoLwiz.gg
Lol Pregame Stats Program
Hey everyone! Just wanted to chime in, since someone asked about our thoughts on this. LoLwiz, in it’s current incarnation, is no different from visiting OP.GG or LolNexus or any other similar site. The only real difference is that it is displayed via an Overwolf Plugin, rather than a web page. It’s powered by the Riot API, and no questionable access the game client, so as of right now we have no issues with using this app and will not frown upon players who do so.
You can also visit this post directly on the Riot forums by clicking here.
Lol Pregame Stats Program Free
Join 1.6 Million Players Using Lolwiz To Give Them A Competitive Edge
Lol Pregame Stats Programme
We vow to continue to work closely with Riot, and we will always deliver a high quality user experience that is fully compliant with Riot’s TOS.

1 note
·
View note