I am trying to render a teapot within a simple raytracing that can handle reflection, refraction, and shadowing from point and directional lights.
I am very confused about one detail of the raytracer and that is the interpolated normals. This question was brought on when my raytracer rendered this image:
Now there are more than a couple issues with this render however it did bring up an important point. Not using interpolated normals causes blocking reflections like this.
I had previously figured that I should not use interpolated normals when calculating reflection or refraction rays. I had previously figured that I should not do it because that might introduce edge cases as reflecting off an interpolated normal would have the ray bouncing off the wrong position since I am shading it like its smooth.
I also feel like this might introduce edge cases when it comes time to implement accelerating spatial data structures.
So I guess my question is where should/shouldn't I be using interpolated normals in my ray-tracer.
I am betting there is a different protocol if you are rendering a feature animated film vs just creating a toy/lightweight/quick raytracer. I would love to know the answer for both.