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Review feedback + more wordsmithing
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alpha/books/RayTracingInOneWeekend.html

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True Lambertian Reflection
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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 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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Scattering reflected rays evenly about the hemisphere produces a nice soft diffuse model, but we can
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definitely do better.
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A more accurate representation of real diffuse objects is the _Lambertian_ distribution.
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This distribution scatters reflected rays in a manner that is proportional to $\cos (\phi)$, where
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$\phi$ is the angle between the reflected ray and the surface normal.
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This means that a reflected ray is most likely to scatter in a direction near the surface normal,
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and less likely to scatter in directions away from the normal.
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This non-uniform Lambertian distribution does a better job of modeling material reflection in the
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real world than our previous uniform scattering.
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We can create this distribution by adding a random unit vector 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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sides, so there can only be two unique unit spheres tangent to any intersection point (one

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