Hey guys i was trying to render this scene with shadows. The spheres do not have any acne...but the floor and the walls seem to still have the shadow acne problem... 
This is the code i have for IsShadowed: bool IsShadowed(World w, Entity point) { // Vector from point to light source Entity v = Subtract(w.light.position, point);
// Magnitude of that vector and it's direction float distance = Magnitude(v); Entity direction = Normalize(v); // Create a ray from the point to the light source Ray r(point, direction); // Get list of intersections in the path of the ray std::vector<Intersection> intersections = IntersectWorld(w, r); Intersection h = Hit(intersections); if (h.t != INFINITY && h.t < distance) return true; else return false; }
I am then calling this function in while calculating the color at the hit to determine whether the point is under shadow or not.
Could someone please help me with this issue
Thanks in advance!!