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Tweak Lambertian reflection description
My main object was to address some confusing wording of the last sentence of the first paragraph, but I also massed other parts of this paragraph.
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alpha/books/RayTracingInOneWeekend.html

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Using a diffuse model that scatters vectors evenly about the hemisphere produces a nice and soft
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diffuse model, but we can definitely do better. A more accurate representation of real diffuse
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objects is the _Lambertian_ distribution, which has a scattering distribution that is propertional
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to $\cos (\phi)$, where $\phi$ is the angle from the normal. This means that a ray is most likely to
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scatter toward the normal and decreases in likelihood as the direction becomes more tangential. This
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distribution is notably no longer uniform, but the _Lambertian_ distribution does a better job of
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modeling objects in the real world than our previous uniform scattering. We can create this
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distribution by picking random points on the surface of the unit sphere, and then offsetting them
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along the surface normal.
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objects is the _Lambertian_ distribution, which scatters reflected rays in a manner that is
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propertional to $\cos (\phi)$, where $\phi$ is the angle between the reflected ray and the surface
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normal. This means that a ray is most likely to scatter in directions close to the normal, and less
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likely to scatter in directions more tangent to the surface. This distribution is notably no longer
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uniform, but the _Lambertian_ distribution does a better job of modeling objects in the real world
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than our previous uniform scattering. We can create this distribution by adding a random unit vector
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to the normal vector.
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At the point of intersection on a surface there is the hit point, $\mathbf{p}$, and there is the
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normal of the surface, $\mathbf{n}$. At the point of intersection, this surface has exactly two

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