Problem 2
The lighting direction and viewing directions shown in
the figure correspond to the direction the light is actually traveling (from
a light source) and the direction the viewer is actually looking. When
shading, though, you need to flip these directions around; i.e., for a given
point to shade, you will consider the direction from that point to the light
source and the direction from that point to the viewer.
In part (f), you are free to adjust both the positions
and normals of the newly inserted vertices (A', B', and C') in order to
better approximate a unit sphere.
Problem 4
The k x k super-sampling applies to all parts of this problem, including Whitted ray tracing.
Problem 5
The (u,v) origin of each texture is in the lower left corner of the texture.