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This lecture covers the Phong Lighting Model, discussing ambient, diffuse, and specular lighting. It also explores the rise of deepfake technology, the representation of surfaces using triangle meshes, and the use of spatial data structures like KD-Trees and Bounding Volume Hierarchies in ray tracing. The instructor explains the construction and traversal of KD-Trees, the concept of vertex normals, and the efficiency improvement of ray-surface intersections using spatial data structures.
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