Ray Tracer Challenge in C# - Chapter 6 - Phong Lighting

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Chapter 6 in the Ray Tracer Challenge has me using the intersection tests completed in the last chapter to be able to calculate the lighting for each point on the sphere's surface. Normals for the surface of the sphere are calculated as well as reflection vectors to allow us to use the Phong lighting model to determine the ambient, diffuse and specular terms along the entire surface.

If you're working along with me, let me know below how you are doing.

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Just got my first render. Pretty excited. Thanks again for the videos.

TheWhatitu
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I like what you're doing, but I'd highly recommend taking a few hours and getting used to MSTest or NUnit for this project. Having those unit tests in place will be invaluable as you add more functionality and do some heavy refactoring.

hokiecsgrad