fix HTML problems related to pandoc and markdown image notation
Improve `make clobber` for `2004/anonymous`. Instead of using this markdown element to embed an image: ```  ``` Use a "img" HTML element with "alt", "alt", "width" and "length" attributes: ``` <img src="filename.png" alt="describe the filename.png image for someone who cannot view it" width=PIXEL_WIDTH height=PIXEL_HEIGHT> ``` This was performed for: ``` 2004/anonymous/index.html 2005/boutines/index.html 2011/goren/index.html 2012/vik/index.html 2013/birken/index.html 2013/cable1/index.html 2013/cable3/index.html 2013/hou/doc/example.html 2013/hou/index.html 2020/ferguson1/chocolate-cake.html ``` In the case of `2013/cable1/index.html` we reduce the displayed image size by a factor for 2. There is **NO** need to downsize the image as this image size reduction produces a clean and sharp looking image. In the case of `2013/hou/index.html` we reduce the displayed image size by a factor for 2. There is **NO** need to downsize the image as this image size reduction produces a clean and sharp looking image. In the case of `2020/ferguson1/chocolate-cake.html` we reduce the displayed image size by a factor for 4. There is **NO** need to downsize the image as this image size reduction produces a clean and sharp looking image. Run `make www` to perform the above.
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@@ -191,9 +191,14 @@ cell content in variable `C`. To fill it with material `i`, return `64+i` in
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`C=0`.
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Before starting to build a scene, it's better to have a draft sketch handy
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first. Something like . Sometimes it's hard to
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imagine where something should go without the sketch. And you don't have to
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stick to your sketch :)
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first. Something like:
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<img src="draft.png"
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alt="image of the draft sketch of a room with a window"
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width=513 height=487>
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Sometimes it's hard to imagine where something should go without the sketch.
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And you don't have to stick to your sketch :)
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What motivated my default scene: it was the full moon's day (a national holiday)
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in China and my parents were planning to renovate their apartment. I rendered
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@@ -233,9 +238,13 @@ renderer would assemble the colors into an image.
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Remember the function `5`? Here it comes. The first two "random" numbers have
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special meaning and must specify a point on the image plane `[0,1)x[0,1)`.
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You're supposed to transform the image plane to the 3D space, choose a point for
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the camera, and shoot a ray from the camera point to the image plane point, see
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. The camera point goes to `(U,V,W)`, and the
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ray direction vector (image plane point - camera point) is `(X,Y,Z)`. For the
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the camera, and shoot a ray from the camera point to the image plane point, see:
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<img src="camera.png"
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alt="image of a sketch showing a light ray from an object (person) thru an image plane pixel to a camera viewpoint"
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width=935 height=632>
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.. and the ray direction vector (image plane point - camera point) is `(X,Y,Z)`. For the
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coordinate space, volume 0 is scaled up 64x here to `(0,0,0)-(4096,4096,4096)`.
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For a basic camera shader example, check [otherroom.scene](../otherroom.scene).
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@@ -349,7 +358,9 @@ the incoming direction and the surface normal. It's called importance sampling,
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because here the probability of each outgoing direction has to be proportional
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to the reflected light strength (i.e., the `BRDF`) on that direction. For a
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diffuse surface, sample the upper hemisphere with a probability proportional to
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the cosine of the outgoing angle, see .
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the cosine of the outgoing angle, see <img src="cosine.png"
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alt="image of a sketch of a ray a angle theta from the vertical normal with cosine theta below it"
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width=935 height=632>.
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The incoming direction is in `(X,Y,Z)` and the hit point is `(U,V,W)`. The
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outgoing direction is returned in, where else, `(X,Y,Z)`.
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