Now that we've seen how to treat some simple surface properties, we will try to add a few more details to our scenes. One of the simplest way to add details is via the use of textures.

I won't cover the texturing in its full exhaustive details, but I will detail here two concepts, one is the procedural texture and the other one is the environment texture or cubemap.

This is the third part of our ray tracing in C++ article series. This one follows the one titled "Specularity, supersampling, gamma correction and photo exposure".

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