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    That depends upon the nature of the surface. For...

    That depends upon the nature of the surface. For a triangle, you'd treat the vertex positions as a 3x3 matrix which transforms barycentric coordinates to spatial coordinates:


    [x] [x1 x2 x3]...
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    The first surface is easy; as you note, you can...

    The first surface is easy; as you note, you can just rasterise the surface, calculating the incident vector by subtracting the eye position from the fragment position, then the reflected vector from...
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