diff --git a/apps/specular_estimation/CMakeFiles/specular_estimation.dir/src/specular_estimation.cc.o b/apps/specular_estimation/CMakeFiles/specular_estimation.dir/src/specular_estimation.cc.o
index 5aa84aec02d0a140cbc82afd9f627b127ef2690b..893c5e966ca3ac0c6aefabbcb412c1cc72aae780 100644
Binary files a/apps/specular_estimation/CMakeFiles/specular_estimation.dir/src/specular_estimation.cc.o and b/apps/specular_estimation/CMakeFiles/specular_estimation.dir/src/specular_estimation.cc.o differ
diff --git a/apps/specular_estimation/src/Ceres.h b/apps/specular_estimation/src/Ceres.h
index ebfdfc70bf7df88827a64c680f4f397569ea1243..a6d1edbe33b47835da13555eaf67904eed395a3e 100644
--- a/apps/specular_estimation/src/Ceres.h
+++ b/apps/specular_estimation/src/Ceres.h
@@ -17,28 +17,26 @@ using ceres::Problem;
 using ceres::Solver;
 using ceres::Solve;*/
 
-void specularMinimisation(double& Roughness, double& Metallic, double& Gain, double& Bias, std::string imageName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, double width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint DistancePowerID, GLuint LightPowerID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages);
-void outputToFile(std::string outputFileName, double roughness, double metallic, double gain, double bias, double resiudal);
+void specularMinimisation(double& Roughness, double& Metallic, double& Gain, double& Bias, std::string imageName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, double width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint LightDistanceID, GLuint LightIntensityID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages);
+void outputToFile(std::string outputFileName, double roughness, double metallic, double lightDistance, double lightIntensity, double gain, double bias, double resiudal);
 
 class MyScalarCostFunctor {
 	public:
-		MyScalarCostFunctor(std::string outputFileName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, int width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint DistanceID, GLuint LightPowerID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages):outputFileName_(outputFileName), residualValue_(residualValue), residual_(residual), totalResidual_(totalResidual), residualImage_(residualImage), depthProjectionMatrix_(depthProjectionMatrix), depthViewMatrix_(depthViewMatrix), width_(width), height_(height), numberOfLights_(numberOfLights), RoughnessID_(RoughnessID), MetallicID_(MetallicID), DistanceID_(DistanceID), LightPowerID_(LightPowerID), programID_(programID), ModelMatrixID_(ModelMatrixID), ViewMatrixID_(ViewMatrixID), DepthBiasID_(DepthBiasID), lightInvDirID_(lightInvDirID), Texture_(Texture), TextureID_(TextureID), depthTexture_(depthTexture), ShadowMapID_(ShadowMapID), vertexbuffer_(vertexbuffer), uvbuffer_(uvbuffer), normalbuffer_(normalbuffer), elementbuffer_(elementbuffer), indices_(indices), MatrixID_(MatrixID), ModelMatrix_(ModelMatrix), MVP_(MVP), ViewMatrix_(ViewMatrix), depthBiasMVP_(depthBiasMVP), lightInvDirs_(lightInvDirs), textureImages_(textureImages){}
+		MyScalarCostFunctor(std::string outputFileName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, int width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint LightDistanceID, GLuint LightIntensityID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages, double lightDistance, double lightIntensity):outputFileName_(outputFileName), residualValue_(residualValue), residual_(residual), totalResidual_(totalResidual), residualImage_(residualImage), depthProjectionMatrix_(depthProjectionMatrix), depthViewMatrix_(depthViewMatrix), width_(width), height_(height), numberOfLights_(numberOfLights), RoughnessID_(RoughnessID), MetallicID_(MetallicID), LightDistanceID_(LightDistanceID), LightIntensityID_(LightIntensityID), programID_(programID), ModelMatrixID_(ModelMatrixID), ViewMatrixID_(ViewMatrixID), DepthBiasID_(DepthBiasID), lightInvDirID_(lightInvDirID), Texture_(Texture), TextureID_(TextureID), depthTexture_(depthTexture), ShadowMapID_(ShadowMapID), vertexbuffer_(vertexbuffer), uvbuffer_(uvbuffer), normalbuffer_(normalbuffer), elementbuffer_(elementbuffer), indices_(indices), MatrixID_(MatrixID), ModelMatrix_(ModelMatrix), MVP_(MVP), ViewMatrix_(ViewMatrix), depthBiasMVP_(depthBiasMVP), lightInvDirs_(lightInvDirs), textureImages_(textureImages), lightDistance_(lightDistance), lightIntensity_(lightIntensity){}
 
 		bool operator()(const double* const Roughness, const double* const Metallic, const double* const Gain, const double* const Bias, double* residualValue) const {
 			
 			double roughness  = double(Roughness[0]);
 			double metallic   = double(Metallic[0]);
-			double distance   = double(Gain[0]);
-			double lightPower = double(Bias[0]);
-			double gain 	  = 1.0;
-			double bias       = 0.0;
+			double gain 	  = double(Gain[0]);
+			double bias       = double(Bias[0]);
 			
 			double sum = 0;
 			
 			for (int i = 0; i < numberOfLights_; i++) {
 				
 				// Render the polygons
-				renderPolygons(width_, height_, programID_, lightInvDirs_[i], MatrixID_, ModelMatrixID_, ViewMatrixID_, DepthBiasID_, lightInvDirID_, Texture_, TextureID_, depthTexture_, ShadowMapID_, vertexbuffer_, uvbuffer_, normalbuffer_, elementbuffer_, indices_, MVP_, ModelMatrix_, ViewMatrix_, depthBiasMVP_, RoughnessID_, roughness, MetallicID_, metallic, DistanceID_, distance, LightPowerID_, lightPower);
+				renderPolygons(width_, height_, programID_, lightInvDirs_[i], MatrixID_, ModelMatrixID_, ViewMatrixID_, DepthBiasID_, lightInvDirID_, Texture_, TextureID_, depthTexture_, ShadowMapID_, vertexbuffer_, uvbuffer_, normalbuffer_, elementbuffer_, indices_, MVP_, ModelMatrix_, ViewMatrix_, depthBiasMVP_, RoughnessID_, roughness, MetallicID_, metallic, LightDistanceID_, lightDistance_, LightIntensityID_, lightIntensity_);
 				
 				cv::Mat model = readPixels(height_, width_);
 				cv::Mat photograph = textureImages_[i];
@@ -58,7 +56,7 @@ class MyScalarCostFunctor {
 			//std::cout << "Specular Intensity = " << roughness << ", Specular Power = " << metallic << ", Residual = " << (sum/numberOfLights_) << ", SSD = " << (sum/numberOfLights_)*(sum/numberOfLights_) << std::endl;
 			//std::cout << roughness << "\t" << metallic << "\t" << gain << "\t" << bias << "\t" << (sum/numberOfLights_) << std::endl;
 
-			outputToFile(outputFileName_, roughness, metallic, gain, bias, (sum/numberOfLights_));
+			outputToFile(outputFileName_, roughness, metallic, lightDistance_, lightIntensity_, gain, bias, (sum/numberOfLights_));
 			
 			residualValue[0] = (sum/numberOfLights_);
 			return true;
@@ -89,8 +87,8 @@ class MyScalarCostFunctor {
 		glm::mat4 depthBiasMVP_;
 		GLuint RoughnessID_;
 		GLuint MetallicID_;
-		GLuint DistanceID_;
-		GLuint LightPowerID_;
+		GLuint LightDistanceID_;
+		GLuint LightIntensityID_;
 		
 		double residualValue_;
 		cv::Vec3d residual_;
@@ -100,32 +98,34 @@ class MyScalarCostFunctor {
 		glm::mat4 depthProjectionMatrix_;
 		glm::mat4 depthViewMatrix_;
 		int numberOfLights_;
+		double lightDistance_;
+		double lightIntensity_;
 		
 		std::vector<cv::Mat> textureImages_;
 		std::string outputFileName_;
 };
 
-void specularMinimisation(double& Roughness, double& Metallic, double& Gain, double& Bias, std::string imageName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, int width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint DistanceID, GLuint LightPowerID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages) {
+void specularMinimisation(double& Roughness, double& Metallic, double& Gain, double& Bias, double LightDistance, double LightIntensity, std::string imageName, double residualValue, cv::Vec3d residual, double totalResidual, cv::Mat residualImage, glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix, int width, int height, int numberOfLights, GLuint RoughnessID, GLuint MetallicID, GLuint LightDistanceID, GLuint LightIntensityID, GLuint programID, GLuint ModelMatrixID, GLuint ViewMatrixID, GLuint DepthBiasID, GLuint lightInvDirID, GLuint Texture, GLuint TextureID, GLuint depthTexture, GLuint ShadowMapID, GLuint vertexbuffer, GLuint uvbuffer, GLuint normalbuffer, GLuint elementbuffer, std::vector<unsigned int> indices, GLuint MatrixID, glm::mat4 ModelMatrix, glm::mat4 MVP, glm::mat4 ViewMatrix, glm::mat4 depthBiasMVP, std::vector<glm::vec3> lightInvDirs, std::vector<cv::Mat> textureImages) {
 	
 	// The variable to solve for with its initial value. It will be mutated in place by the solver.
 	const double initialRoughness = Roughness;
-	const double initialMetallic     = Metallic;
-	const double initialGain 			  = Gain;
-	const double initialBias     		  = Bias;
+	const double initialMetallic  = Metallic;
+	const double initialGain 	  = Gain;
+	const double initialBias      = Bias;
 
 	// Create the file name of the log with the initial parameters
 	std::ostringstream stm;
 	stm << imageName << " " << initialRoughness << " " << initialMetallic << " " << initialGain << " " << initialBias << ".txt";
 	std::string outputFileName = stm.str();
 	std::ofstream outputFile(outputFileName, std::ios::trunc); // Erase the previous contents of the file
-	outputFile << "Roughness" << "\t" << "Metallic" << "\t" << "Light Distance" << "\t" << "Light Intensity" << "\t" << "Resiudal" << std::endl;
+	outputFile << "Roughness" << "\t" << "Metallic" << "\t" << "Light Distance" << "\t" << "Light Intensity" << "\t" << "Gain" << "\t" << "Bias" << "\t" << "Resiudal" << std::endl;
 
 	// Build the problem.
 	ceres::Problem problem;
 
 	// Set up the only cost function (also known as residual). This uses auto-differentiation to obtain the derivative (jacobian).
 	// AutoDiffCostFunction<CostFunctor, (Dimensions of Residual), (Dimensions of Variables)>
-	ceres::CostFunction* cost_function = new NumericDiffCostFunction<MyScalarCostFunctor, CENTRAL, 1, 1, 1, 1, 1>(new MyScalarCostFunctor(outputFileName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, LightPowerID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages));
+	ceres::CostFunction* cost_function = new NumericDiffCostFunction<MyScalarCostFunctor, CENTRAL, 1, 1, 1, 1, 1>(new MyScalarCostFunctor(outputFileName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightIntensityID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages, LightDistance, LightIntensity));
 	std::vector<ceres::ResidualBlockId> residual_block_ids;
 	ceres::ResidualBlockId block_id = problem.AddResidualBlock(cost_function, NULL, &Roughness, &Metallic, &Gain, &Bias);
 	residual_block_ids.push_back(block_id);
@@ -135,7 +135,9 @@ void specularMinimisation(double& Roughness, double& Metallic, double& Gain, dou
 	problem.SetParameterLowerBound(&Metallic, 0, 0);
 	problem.SetParameterUpperBound(&Metallic, 0, 1);
 	problem.SetParameterLowerBound(&Gain, 0, 0);
-	problem.SetParameterLowerBound(&Bias, 0, 0);
+	//problem.SetParameterLowerBound(&Bias, 0, 0);
+	//problem.SetParameterBlockConstant(&Roughness);
+	//problem.SetParameterBlockConstant(&Metallic);
 	//problem.SetParameterBlockConstant(&Gain);
 	//problem.SetParameterBlockConstant(&Bias);
 	
@@ -186,15 +188,34 @@ void specularMinimisation(double& Roughness, double& Metallic, double& Gain, dou
 	std::cout << summary.BriefReport() << std::endl;
 	//std::cout << summary.FullReport() << std::endl;
 	std::cout << "Roughness: " << initialRoughness << " -> " << Roughness << std::endl;
-	std::cout << "Metallic: "     << initialMetallic     << " -> " << Metallic     << std::endl;
-	std::cout << "Light Distance: "     			<< initialGain			    << " -> " << Gain     		   << std::endl;
-	std::cout << "Light Intensity: "     			<< initialBias     			<< " -> " << Bias     		   << std::endl;
+	std::cout << "Metallic: "  << initialMetallic  << " -> " << Metallic  << std::endl;
+	std::cout << "Gain: "      << initialGain	   << " -> " << Gain      << std::endl;
+	std::cout << "Bias: "      << initialBias      << " -> " << Bias      << std::endl;
+
+	//double gain = 1.0, bias = 0.0;
+
+	for (int i = 0; i < numberOfLights; i++) {
+		std::ostringstream stm2;
+		stm2 << imageName << " " << Roughness << " " << Metallic << " " << Gain << " " << Bias << " " << i << ".png";
+		std::string outputImageName = stm2.str();
+
+		renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity);
+
+		cv::Mat model = readPixels(height, width);
+		model.convertTo(model, CV_8UC3, Gain, Bias);
+
+		cv::imwrite(outputImageName, model);
+
+		// Swap buffers
+		glfwSwapBuffers(window);
+		glfwPollEvents();
+	}
 }
 
-void outputToFile(std::string outputFileName, double roughness, double metallic, double gain, double bias, double resiudal) {
+void outputToFile(std::string outputFileName, double roughness, double metallic, double lightDistance, double lightIntensity, double gain, double bias, double resiudal) {
 	std::ofstream outputFile(outputFileName, std::ios::app);
 	if (outputFile.is_open()) {
-		outputFile << roughness << "\t" << metallic << "\t" << gain << "\t" << bias << "\t" << resiudal << std::endl;
+		outputFile << roughness << "\t" << metallic << "\t" << lightDistance << "\t" << lightIntensity << "\t" << gain << "\t" << bias << "\t" << resiudal << std::endl;
 		outputFile.close();
 	}
 }
diff --git a/apps/specular_estimation/src/OpenGL.h b/apps/specular_estimation/src/OpenGL.h
index eda1d1d26dce24adb6379be7d4e81f9e2f2cc31e..8033c0855be2241e7302e8ac7366103e406eaddd 100644
--- a/apps/specular_estimation/src/OpenGL.h
+++ b/apps/specular_estimation/src/OpenGL.h
@@ -808,7 +808,7 @@ void RenderSynthetic(glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix,
 		cv::flip(temp, temp, 0);
 
 		//temp = addNoise(temp, 0.1);
-		temp = AddGaussianNoise_Opencv(temp, 0, 0.001);
+		//temp = AddGaussianNoise_Opencv(temp, 0, 0.001);
 		textureImages.push_back(temp);
 
 		std::ostringstream a, b, c, d, e;
@@ -818,13 +818,15 @@ void RenderSynthetic(glm::mat4 depthProjectionMatrix, glm::mat4 depthViewMatrix,
 		d << Distance;
 		e << LightPower;
 		std::string imageNumber = a.str();
-		std::string roughness = b.str();
-		std::string metallic = c.str();
-		std::string distance = d.str();
-		std::string lightPower = e.str();
-
-		//cv::imwrite(modelPath + "Intensity " + roughness + " Power " + metallic + " Distance " + distance + " Light Power " + lightPower + " " + imageNumber + ".png", temp);
-		cv::imwrite(modelPath + imageNumber + ".png", temp);
+		std::string roughness   = b.str();
+		std::string metallic    = c.str();
+		std::string distance    = d.str();
+		std::string lightPower  = e.str();
+
+		//cv::imwrite(modelPath + "Roughness " + roughness + " Metallic " + metallic + " Distance " + distance + " Light Power " + lightPower + " " + imageNumber + ".png", temp);
+		//cv::imwrite(modelPath + "Roughness " + roughness + " Metallic " + metallic + "." + imageNumber + ".png", temp);
+		cv::imwrite(modelPath + " " + roughness + " " + metallic + " " + imageNumber + ".png", temp);
+		//cv::imwrite(modelPath + imageNumber + ".png", temp);
 
 		// Swap buffers
 		glfwSwapBuffers(window);
diff --git a/apps/specular_estimation/src/ShadowMapping.fragmentshader b/apps/specular_estimation/src/ShadowMapping.fragmentshader
index aa54095b71ab3c97ebffaa098172e1646c185dce..5df320788d27651e35a7b9eb78586641b71beee1 100644
--- a/apps/specular_estimation/src/ShadowMapping.fragmentshader
+++ b/apps/specular_estimation/src/ShadowMapping.fragmentshader
@@ -105,10 +105,14 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0) {
 
 void main() {
 
+	//float gain = distance;
+	//float bias = lightPower;
+
 	vec3 N = normalize(Normal_cameraspace);
     vec3 V = normalize(EyeDirection_cameraspace - Position_cameraspace);
 
     vec3 F0 = vec3(0.04);
+	//vec3 albedo = pow(texture(myTextureSampler, UV).rgb, vec3(2.2)) * gain;
 	vec3 albedo = pow(texture(myTextureSampler, UV).rgb, vec3(2.2));
 	//vec3 albedo = texture(myTextureSampler, UV).rgb;
     F0 = mix(F0, albedo, metallic);
@@ -116,10 +120,10 @@ void main() {
     // calculate per-light radiance
     vec3 L = normalize(LightDirection_worldspace - Position_worldspace);
     vec3 H = normalize(V + L);
-    //float distance    = length(LightPosition_worldspace - Position_worldspace);
-    //float distance    = 0.5f;
+    //float Distance    = length(LightPosition_worldspace - Position_worldspace);
+	//float Distance    = 1.0f;
     float attenuation = 1.0 / (distance * distance);
-	//float lightPower = 1.0f;
+	//float LightPower = 1.0f;
 	vec3 LightColor   = vec3(lightPower, lightPower, lightPower);
     vec3 radiance     = LightColor * attenuation;
         
@@ -140,7 +144,8 @@ void main() {
     float NdotL = max(dot(N, L), 0.0);    
 	//float NdotL = saturate(dot(N, L));            
     vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL; 
-      
+    
+	//vec3 ambient = vec3(bias) * albedo;
     //vec3 ambient = vec3(0.03) * albedo;
     //color = ambient + Lo;
 
diff --git a/apps/specular_estimation/src/specular_estimation.cc b/apps/specular_estimation/src/specular_estimation.cc
index c9b187a1d90f3822ec4236696014aabda3835e8c..c3e8baa2df56c04aa67dc97110933dcf2e76fa98 100644
--- a/apps/specular_estimation/src/specular_estimation.cc
+++ b/apps/specular_estimation/src/specular_estimation.cc
@@ -1,140 +1,14 @@
 #include "specular_estimation.h"
 
 void specularEstimation(std::string imageName, std::string calibration, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic, bool synthetic, bool denseSample);
-void renderSynthetic(std::string imageName, std::string calibration, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic);
+/*void renderSynthetic(std::string imageName, std::string calibration, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic);
 void denseRealSample(std::string imageName, std::string calibration, double Roughness, double Metallic);
-void denseSyntheticSample(std::string imageName, std::string calibration, double Roughness, double Metallic);
-
-SpecularEstimation::SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic) {
-	modelPath       = imagesPath + folderPath + "/" + imageName   + "/" + imageName   + ".";
-	calibrationPath = imagesPath + folderPath + "/" + calibration + "/" + calibration + ".";
-	
-	PhotometricStereo();
-
-	cv::cvtColor(albedo, albedo, CV_GRAY2BGR);
-	albedo.convertTo(albedo, CV_8UC3);
-
-	populateLightInvDirs();
-
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
-	
-	if (denseSample)
-		DenseSample();
-	else
-		specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, LightPowerID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
-
-	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
-}
-
-SpecularEstimation::SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic) {
-	albedo    = cv::imread(albedoPath);
-	heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
-	normalMap = convertImageToNormals(cv::imread(normalPath));
-	normalMap.convertTo(normalMap, CV_32FC3);
-
-	populateLightInvDirs();
-
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
-	
-	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
-
-	if (denseSample)
-		DenseSample();
-	else
-		specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, LightPowerID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
-
-	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
-}
-
-SpecularEstimation::~SpecularEstimation() {}
-
-void SpecularEstimation::loadTextureImages() {
-	for (int i = 0; i < numberOfLights; i++) {
-		std::ostringstream stm;
-		stm << i;
-		std::string indexString = stm.str();
-
-		cv::Mat model = cv::imread(modelPath + indexString + ".png");
-		textureImages.push_back(model);
-	}
-
-	width  = textureImages[0].cols;
-	height = textureImages[0].rows;
-}
-
-void SpecularEstimation::PhotometricStereo() {
-	phoSte::photometryStero A(numberOfLights, modelPath, calibrationPath, macbethPath, imageName, calibration, 0);
-
-	A.readImage(modelPath, calibrationPath, macbethPath);
-	//cv::Mat calibrationMask = loadCalibrationMask(calibrationPath, height, width);
-	//calibrationBoundingBox = getBoundingBox(calibrationMask);
-	A.getLightInformation(0);
-	std::cout << "Got light information\n";
-	A.getPixelNormAndAlbedo(1);
-	std::cout << "Got Normal and Albedo\n";
-
-	normalMap = A.outputNormalImage(1);
-	cv::imshow("Normal Map", normalMap);
-	albedo = A.outputAlbedoImage(1);
-	cv::imshow("Albedo", albedo);
-	normalAlbedo = A.outputNormalWithAlbedo(1);
-	cv::imshow("Normal with Albedo", normalAlbedo);
-	//cv::Mat heightMap = A.getHeightMap(2, -0.1);
-	//cv::imshow("Height Map", heightMap);
-	//cv::imwrite(modelPath + "normal", result);
-	heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
-	//cv::waitKey(0);
-
-	//normalMap.convertTo(normalMap, CV_8UC1);
-	//normalMap = convertImageToNormals(normalMap);
-}
-
-void SpecularEstimation::populateLightInvDirs() {
-	for (int i = 0; i < numberOfLights; i++)
-		lightInvDirs.push_back(glm::vec3(lightDirections.at<float>(i, 0), -lightDirections.at<float>(i, 2), lightDirections.at<float>(i, 1)));
-}
-
-void SpecularEstimation::DenseSample() {
-	std::ofstream results;
-	results.open (imagesPath + folderPath + "/" + imageName + ".txt");
-
-	for (Roughness = 0; Roughness <= 1; Roughness+=0.01){
-		for (Metallic = 0; Metallic <= 1; Metallic+=0.01){
-
-			double residualValue = 0, sum = 0, gain = 1.0, bias = 0.0;
-					
-			for(int i = 0; i < numberOfLights; i++) {
-
-				// Render the polygons
-				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower);
-				
-				cv::Mat model = readPixels(height, width);
-				cv::Mat photograph = textureImages[i];
-
-				model.convertTo(model, CV_64FC3, gain, bias);
-				photograph.convertTo(photograph, CV_64FC3);
-
-				sum = meanSquaredError(model, photograph);
-						
-				// Swap buffers
-				glfwSwapBuffers(window);
-				glfwPollEvents();
-			}
-
-			residualValue = (sum/numberOfLights);
-
-			//std::cout << "Specular Intensity = " << roughness_ << ", Specular Power = " << metallic_ << ", Residual = " << (sum/numberOfLights_) << ", SSD = " << (sum/numberOfLights_)*(sum/numberOfLights_) << std::endl;
-			results << Roughness << "\t" << Metallic << "\t" << residualValue << std::endl;
-		}
-	}
-
-	results.close();
-}
+void denseSyntheticSample(std::string imageName, std::string calibration, double Roughness, double Metallic);*/
 
 int main(int argc, char** argv) {
 	
 	if (argc < 2) {
-		std::cerr << "Enter the name of the object followed by the calibration set to use.\n";
+		std::cerr << "Enter the name of the object followed by the starting values for the roughness and metallicness.\n";
 		return -1;
 	}
 
@@ -152,7 +26,7 @@ int main(int argc, char** argv) {
 		imageName = argument1;
 	}
 
-	double Roughness = 0.5, Metallic = 0.5, RoughnessSynthetic = 0.5, MetallicSynthetic = 0.5, Distance = 0.5, LightPower = 0.5;
+	double Roughness = 0.5, Metallic = 0.5, RoughnessSynthetic = 0.5, MetallicSynthetic = 0.5;
 	bool synthetic = false, denseSample = false;
 
 	if (argc >= 4) {
@@ -162,27 +36,19 @@ int main(int argc, char** argv) {
 		MetallicValue  << argument3;
 		RoughnessValue >> Roughness;
 		MetallicValue  >> Metallic;
-
-		specularEstimation(imageName, calibration, Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic, synthetic, denseSample);
-		//denseSyntheticSample(imageName, calibration, Roughness, Metallic);
-		//SpecularEstimation Solver(imageName, calibration, denseSample, Roughness, Metallic);
-	} else if (argc >= 6) {
+	}
+	if (argc >= 6) {
+		synthetic = true;
 		const char *argument4 = argv[4], *argument5 = argv[5];
 		std::stringstream RoughnessSyntheticValue, MetallicSyntheticValue;
 		RoughnessSyntheticValue << argument4;
 		MetallicSyntheticValue  << argument5;
 		RoughnessSyntheticValue >> RoughnessSynthetic;
 		MetallicSyntheticValue  >> MetallicSynthetic;
-
-		//renderSynthetic(imageName, calibration, Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic);
-		specularEstimation(imageName, calibration, Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic, synthetic, denseSample);
-		//SpecularEstimation Solver(imageName, calibration, denseSample, Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic);
-	} else {
-		//specularEstimation(imageName, calibration, Roughness, Metallic);
-		denseRealSample(imageName, calibration, Roughness, Metallic);
-		//SpecularEstimation Solver(imageName, calibration, denseSample, Roughness, Metallic);
 	}
 
+	specularEstimation(imageName, calibration, Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic, synthetic, denseSample);
+
 	return 0;
 }
 
@@ -197,7 +63,7 @@ void specularEstimation(std::string imageName, std::string calibration, double R
 	const std::string albedoPath      = modelPath + "albedo.png";
 	const std::string normalPath      = modelPath + "normal.png";
 
-	double Distance = 0.5, LightPower = 0.5;
+	double LightDistance = 1.0, LightIntensity = 1.0, Gain = 1.0, Bias = 0.0;
 	int numberOfLights = 6, width = 1092, height = 728;
 
 	cv::Mat residualImage, albedo, normalMap, heightMap;
@@ -254,6 +120,10 @@ void specularEstimation(std::string imageName, std::string calibration, double R
 		
 		cv::cvtColor(albedo, albedo, CV_GRAY2BGR);
 		albedo.convertTo(albedo, CV_8UC3);
+	} else {
+		albedo = cv::imread(albedoPath), normalMap = cv::imread(normalPath), heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
+		normalMap = convertImageToNormals(normalMap);
+		normalMap.convertTo(normalMap, CV_32FC3);
 	}
 
 	glm::vec3 position, lightInvDir;
@@ -265,21 +135,22 @@ void specularEstimation(std::string imageName, std::string calibration, double R
 		0.5, 0.5, 0.5, 1.0
 	);
 	float horizontalAngle, verticalAngle, FoV;
-	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, DistanceID, LightPowerID;
+	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, LightDistanceID, LightIntensityID;
 	std::vector<unsigned int> indices;
 	cv::Vec3d residual;
 	int lightNumber = 0;
 	bool calculateResidual = false, perspectiveProjection, shadowControl;
 	double totalResidual, residualValue;
 
-	if (synthetic) {
-		albedo = cv::imread(albedoPath), normalMap = cv::imread(normalPath), heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
-		normalMap = convertImageToNormals(normalMap);
-		normalMap.convertTo(normalMap, CV_32FC3);
-	}
-
 	//cv::Mat lightDirectionsInverted;
 	cv::Mat lightDirections = (cv::Mat_<float>(6,3) << 0.447712, 0.138562, 0.883377, 0.228758, -0.106536, 0.967636, 0.1, 0.0705882, 0.99248, 0.000653595, -0.0718954, 0.997412, -0.139216, -0.12549, 0.982279, -0.494771, 0.115033, 0.861376);
+	/*cv::Mat lightDirections = (cv::Mat_<float>(6,3) << 0, 0, 1, 
+	0, 0.7071, 0.7071,
+	0, -0.7071, 0.7071,
+	0.7071, 0, 0.7071,
+	-0.7071, 0, 0.7071,
+	0.57735, 0.57735, 0.57735
+	);*/
 	//cv::invert(lightDirections, lightDirectionsInverted, cv::DECOMP_SVD);
 
 
@@ -289,31 +160,31 @@ void specularEstimation(std::string imageName, std::string calibration, double R
 	
 	lightInvDir = glm::vec3(lightDirections.at<float>(0, 0), -lightDirections.at<float>(0, 2), lightDirections.at<float>(0, 1));
 
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
 	
 	if (synthetic)
-		RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
-
-	double Gain = 0.5, Bias = 0.5;
+		RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 
-	if (denseSample) {
+	if (!denseSample) {
+		specularMinimisation(Roughness, Metallic, Gain, Bias, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightIntensityID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+	} else {
 		std::string outputFileName = imageName + ".txt";
 		std::ofstream outputFile(outputFileName, std::ios::app);
 		
 		for (double roughness = 0; roughness <= 1; roughness+=0.01){
 			for (double metallic = 0; metallic <= 1; metallic+=0.01){
 
-				double residualValue = 0, sum = 0, gain = 1.0, bias = 0.0;
+				double residualValue = 0, sum = 0;
 				
 				for(int i = 0; i < numberOfLights; i++) {
 
 					// Render the polygons
-					renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, DistanceID, Distance, LightPowerID, LightPower);
+					renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity);
 					
 					cv::Mat model = readPixels(height, width);
 					cv::Mat photograph = textureImages[i];
 
-					model.convertTo(model, CV_64FC3, gain, bias);
+					model.convertTo(model, CV_64FC3, Gain, Bias);
 					photograph.convertTo(photograph, CV_64FC3);
 
 					sum = meanSquaredError(model, photograph);
@@ -337,16 +208,13 @@ void specularEstimation(std::string imageName, std::string calibration, double R
 		outputFile.close();
 	}
 
-	if (!denseSample)
-		specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, LightPowerID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
-
-	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 	
 	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
 
 	return;
 }
-
+/*
 void renderSynthetic(std::string imageName, std::string calibration, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic) {
 
 	// Define the paths for the model images, calibration images and the albedo
@@ -358,7 +226,7 @@ void renderSynthetic(std::string imageName, std::string calibration, double Roug
 	const std::string albedoPath      = modelPath + "albedo.png";
 	const std::string normalPath      = modelPath + "normal.png";
 
-	double Distance = 0.5, LightPower = 0.5;
+	double LightDistance = 0.5, LightIntensity = 0.5;
 	int numberOfLights = 6, width = 1092, height = 728;
 
 	glm::vec3 position, lightInvDir;
@@ -370,7 +238,7 @@ void renderSynthetic(std::string imageName, std::string calibration, double Roug
 		0.5, 0.5, 0.5, 1.0
 	);
 	float horizontalAngle, verticalAngle, FoV;
-	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, DistanceID, LightPowerID;
+	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, LightDistanceID, LightIntensityID;
 	std::vector<unsigned int> indices;
 	cv::Vec3d residual;
 	int lightNumber = 0;
@@ -391,15 +259,13 @@ void renderSynthetic(std::string imageName, std::string calibration, double Roug
 	lightInvDir = glm::vec3(lightDirections.at<float>(0, 0), -lightDirections.at<float>(0, 2), lightDirections.at<float>(0, 1));
 	//lightInvDir = glm::vec3(0, 0, 1);
 
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
 	
-	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 	
-	double Gain = 0.5, Bias = 0.5;
-
-	specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, LightPowerID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+	specularMinimisation(Roughness, Metallic, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightIntensityID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
 
-	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 	
 	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
 	
@@ -415,7 +281,7 @@ void denseRealSample(std::string imageName, std::string calibration, double Roug
 	const std::string calibrationPath = imagesPath + folderPath + "/" + calibration + "/" + calibration + ".";
 	const std::string macbethPath	  = imagesPath + folderPath + "/macbeth/macbeth.";
 
-	double Distance = 0.5, LightPower = 0.5;
+	double LightDistance = 0.5, LightIntensity = 0.5;
 	int numberOfLights = 6;
 
 	std::vector<cv::Mat> textureImages;
@@ -467,12 +333,12 @@ void denseRealSample(std::string imageName, std::string calibration, double Roug
 		0.5, 0.5, 0.5, 1.0
 	);
 	float horizontalAngle, verticalAngle, FoV;
-	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, DistanceID, LightPowerID;
+	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, LightDistanceID, LightIntensityID;
 	std::vector<unsigned int> indices;
 	cv::Vec3d residual;
 	int lightNumber = 0;
 	bool calculateResidual = false, perspectiveProjection, shadowControl;
-	double totalResidual, residualValue, gain = 0.5, bias = 0.5;
+	double totalResidual, residualValue;
 	cv::Mat residualImage;
 
 	//cv::Mat lightDirectionsInverted;
@@ -483,7 +349,7 @@ void denseRealSample(std::string imageName, std::string calibration, double Roug
 	for (int i = 0; i < numberOfLights; i++)
 		lightInvDirs.push_back(glm::vec3(lightDirections.at<float>(i, 0), -lightDirections.at<float>(i, 2), lightDirections.at<float>(i, 1)));
 	
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
 	
 	std::string outputFileName = imageName + ".txt";
 	std::ofstream outputFile(outputFileName, std::ios::app);
@@ -498,7 +364,7 @@ void denseRealSample(std::string imageName, std::string calibration, double Roug
 			for(int i = 0; i < numberOfLights; i++) {
 
 				// Render the polygons
-				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, DistanceID, Distance, LightPowerID, LightPower);
+				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity);
 				
 				cv::Mat model = readPixels(height, width);
 				cv::Mat photograph = textureImages[i];
@@ -526,7 +392,7 @@ void denseRealSample(std::string imageName, std::string calibration, double Roug
 
 	outputFile.close();
 
-	//specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+	//specularMinimisation(Roughness, Metallic, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
 
 	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 	
@@ -546,7 +412,7 @@ void denseSyntheticSample(std::string imageName, std::string calibration, double
 	const std::string albedoPath      = modelPath + "albedo.png";
 	const std::string normalPath      = modelPath + "normal.png";
 
-	double Distance = 0.5, LightPower = 0.5;
+	double LightDistance = 0.5, LightIntensity = 0.5;
 	int numberOfLights = 6, width = 1092, height = 728;
 
 	glm::vec3 position, lightInvDir;
@@ -558,7 +424,7 @@ void denseSyntheticSample(std::string imageName, std::string calibration, double
 		0.5, 0.5, 0.5, 1.0
 	);
 	float horizontalAngle, verticalAngle, FoV;
-	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, DistanceID, LightPowerID;
+	GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, LightDistanceID, LightIntensityID;
 	std::vector<unsigned int> indices;
 	cv::Vec3d residual;
 	int lightNumber = 0;
@@ -580,9 +446,9 @@ void denseSyntheticSample(std::string imageName, std::string calibration, double
 	
 	lightInvDir = glm::vec3(lightDirections.at<float>(0, 0), -lightDirections.at<float>(0, 2), lightDirections.at<float>(0, 1));
 
-	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
 	
-	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 
 	std::string outputFileName = imageName + ".txt";
 	std::ofstream outputFile(outputFileName, std::ios::app);
@@ -598,7 +464,7 @@ void denseSyntheticSample(std::string imageName, std::string calibration, double
 			for(int i = 0; i < numberOfLights; i++) {
 
 				// Render the polygons
-				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, DistanceID, Distance, LightPowerID, LightPower);
+				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, roughness, MetallicID, metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity);
 				
 				cv::Mat model = readPixels(height, width);
 				cv::Mat photograph = textureImages[i];
@@ -624,11 +490,139 @@ void denseSyntheticSample(std::string imageName, std::string calibration, double
 
 	outputFile.close();
 
-	//specularMinimisation(Roughness, Metallic, Gain, Bias, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+	//specularMinimisation(Roughness, Metallic, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
 
-	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, DistanceID, Distance, LightPowerID, LightPower, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+	//viewModel(residual, totalResidual, residualImage, calculateResidual, depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, lightNumber, numberOfLights, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
 	
 	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
 
 	return;
-}
\ No newline at end of file
+}*/
+
+/*
+SpecularEstimation::SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic) {
+	modelPath       = imagesPath + folderPath + "/" + imageName   + "/" + imageName   + ".";
+	calibrationPath = imagesPath + folderPath + "/" + calibration + "/" + calibration + ".";
+	
+	PhotometricStereo();
+
+	cv::cvtColor(albedo, albedo, CV_GRAY2BGR);
+	albedo.convertTo(albedo, CV_8UC3);
+
+	populateLightInvDirs();
+
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	
+	if (denseSample)
+		DenseSample();
+	else
+		specularMinimisation(Roughness, Metallic, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightIntensityID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+
+	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
+}
+
+SpecularEstimation::SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic) {
+	albedo    = cv::imread(albedoPath);
+	heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
+	normalMap = convertImageToNormals(cv::imread(normalPath));
+	normalMap.convertTo(normalMap, CV_32FC3);
+
+	populateLightInvDirs();
+
+	initialiseOpenGL(heightMap, normalMap, albedo, lightDirections, width, height, depthProjectionMatrix, depthViewMatrix, position, horizontalAngle, verticalAngle, FoV, lightInvDir, programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, numberOfLights, calculateResidual, depthMVP, depthModelMatrix, MVP, ProjectionMatrix, ViewMatrix, ModelMatrix, depthBiasMVP, biasMatrix);
+	
+	RenderSynthetic(depthProjectionMatrix, depthViewMatrix, width, height, position, horizontalAngle, verticalAngle, FoV, lightInvDir, lightDirections, textureImages, numberOfLights, RoughnessID, RoughnessSynthetic, MetallicID, MetallicSynthetic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, modelPath);
+
+	if (denseSample)
+		DenseSample();
+	else
+		specularMinimisation(Roughness, Metallic, LightDistance, LightIntensity, imageName, residualValue, residual, totalResidual, residualImage, depthProjectionMatrix, depthViewMatrix, width, height, numberOfLights, RoughnessID, MetallicID, LightDistanceID, LightIntensityID, programID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MatrixID, ModelMatrix, MVP, ViewMatrix, depthBiasMVP, lightInvDirs, textureImages);
+
+	terminateOpenGL(vertexbuffer, uvbuffer, normalbuffer, elementbuffer, programID, depthProgramID, quad_programID, Texture, FramebufferName, depthTexture, quad_vertexbuffer, VertexArrayID);
+}
+
+SpecularEstimation::~SpecularEstimation() {}
+
+void SpecularEstimation::loadTextureImages() {
+	for (int i = 0; i < numberOfLights; i++) {
+		std::ostringstream stm;
+		stm << i;
+		std::string indexString = stm.str();
+
+		cv::Mat model = cv::imread(modelPath + indexString + ".png");
+		textureImages.push_back(model);
+	}
+
+	width  = textureImages[0].cols;
+	height = textureImages[0].rows;
+}
+
+void SpecularEstimation::PhotometricStereo() {
+	phoSte::photometryStero A(numberOfLights, modelPath, calibrationPath, macbethPath, imageName, calibration, 0);
+
+	A.readImage(modelPath, calibrationPath, macbethPath);
+	//cv::Mat calibrationMask = loadCalibrationMask(calibrationPath, height, width);
+	//calibrationBoundingBox = getBoundingBox(calibrationMask);
+	A.getLightInformation(0);
+	std::cout << "Got light information\n";
+	A.getPixelNormAndAlbedo(1);
+	std::cout << "Got Normal and Albedo\n";
+
+	normalMap = A.outputNormalImage(1);
+	cv::imshow("Normal Map", normalMap);
+	albedo = A.outputAlbedoImage(1);
+	cv::imshow("Albedo", albedo);
+	normalAlbedo = A.outputNormalWithAlbedo(1);
+	cv::imshow("Normal with Albedo", normalAlbedo);
+	//cv::Mat heightMap = A.getHeightMap(2, -0.1);
+	//cv::imshow("Height Map", heightMap);
+	//cv::imwrite(modelPath + "normal", result);
+	heightMap = cv::Mat::zeros(albedo.size(), CV_8U);
+	//cv::waitKey(0);
+
+	//normalMap.convertTo(normalMap, CV_8UC1);
+	//normalMap = convertImageToNormals(normalMap);
+}
+
+void SpecularEstimation::populateLightInvDirs() {
+	for (int i = 0; i < numberOfLights; i++)
+		lightInvDirs.push_back(glm::vec3(lightDirections.at<float>(i, 0), -lightDirections.at<float>(i, 2), lightDirections.at<float>(i, 1)));
+}
+
+void SpecularEstimation::DenseSample() {
+	std::ofstream results;
+	results.open (imagesPath + folderPath + "/" + imageName + ".txt");
+
+	for (Roughness = 0; Roughness <= 1; Roughness+=0.01){
+		for (Metallic = 0; Metallic <= 1; Metallic+=0.01){
+
+			double residualValue = 0, sum = 0, gain = 1.0, bias = 0.0;
+					
+			for(int i = 0; i < numberOfLights; i++) {
+
+				// Render the polygons
+				renderPolygons(width, height, programID, lightInvDirs[i], MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, indices, MVP, ModelMatrix, ViewMatrix, depthBiasMVP, RoughnessID, Roughness, MetallicID, Metallic, LightDistanceID, LightDistance, LightIntensityID, LightIntensity);
+				
+				cv::Mat model = readPixels(height, width);
+				cv::Mat photograph = textureImages[i];
+
+				model.convertTo(model, CV_64FC3, gain, bias);
+				photograph.convertTo(photograph, CV_64FC3);
+
+				sum = meanSquaredError(model, photograph);
+						
+				// Swap buffers
+				glfwSwapBuffers(window);
+				glfwPollEvents();
+			}
+
+			residualValue = (sum/numberOfLights);
+
+			//std::cout << "Specular Intensity = " << roughness_ << ", Specular Power = " << metallic_ << ", Residual = " << (sum/numberOfLights_) << ", SSD = " << (sum/numberOfLights_)*(sum/numberOfLights_) << std::endl;
+			results << Roughness << "\t" << Metallic << "\t" << residualValue << std::endl;
+		}
+	}
+
+	results.close();
+}
+*/
\ No newline at end of file
diff --git a/apps/specular_estimation/src/specular_estimation.h b/apps/specular_estimation/src/specular_estimation.h
index 94ab745a7c38eaf12a19d8739995a73f19a4b724..328c608f69045ec898b9be9a2f88859b6b446523 100644
--- a/apps/specular_estimation/src/specular_estimation.h
+++ b/apps/specular_estimation/src/specular_estimation.h
@@ -8,7 +8,7 @@ class SpecularEstimation {
 	public:
 		SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic);
 		SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic);
-		//SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic, double Gain, double Bias);
+		//SpecularEstimation(std::string imageName, std::string calibration, bool denseSample, double Roughness, double Metallic, double RoughnessSynthetic, double MetallicSynthetic, double LightDistance, double LightIntensity);
 		~SpecularEstimation();
 
 		void loadTextureImages();
@@ -20,7 +20,7 @@ class SpecularEstimation {
 		// OpenCV
 		std::string imageName, modelPath, calibrationPath, calibration = "chrome", imagesPath = "/home/thomas/Documents/", folderPath = "2018-08-31", macbethPath = imagesPath + folderPath + "/macbeth/macbeth.", albedoPath = modelPath + "albedo.png", normalPath = modelPath + "normal.png", texturePath = modelPath + "texture.png";
 		int width = 1092, height = 728, numberOfLights = 6, lightNumber = 0;
-		double Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic, Distance = 1.0, LightPower = 1.0, totalResidual, residualValue, Gain = 1.0, Bias = 0.0;
+		double Roughness, Metallic, RoughnessSynthetic, MetallicSynthetic, LightDistance = 0.5, LightIntensity = 0.5, totalResidual, residualValue;
 		bool calculateResidual = false, perspectiveProjection = false, shadowControl = false, denseSample = false;
 		std::vector<unsigned int> indices;
 
@@ -37,7 +37,7 @@ class SpecularEstimation {
 		std::vector<glm::vec3> lightInvDirs;
 
 		// OpenGL
-		GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, DistanceID, LightPowerID;
+		GLuint programID, MatrixID, ModelMatrixID, ViewMatrixID, DepthBiasID, lightInvDirID, Texture, TextureID, depthTexture, ShadowMapID, vertexbuffer, uvbuffer, normalbuffer, elementbuffer, depthProgramID, quad_programID, FramebufferName, quad_vertexbuffer, VertexArrayID, RoughnessID, MetallicID, LightDistanceID, LightIntensityID;
 		glm::vec3 position, lightInvDir;
 		glm::mat4 depthProjectionMatrix, depthViewMatrix, depthModelMatrix = glm::mat4(1.0), depthMVP, ModelMatrix = glm::mat4(1.0), MVP, ViewMatrix, depthBiasMVP, ProjectionMatrix, biasMatrix = glm::mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
 		float horizontalAngle, verticalAngle, FoV;
diff --git a/bin/specular_estimation b/bin/specular_estimation
index 2132f32a2b798769fb7bfe1b178d9c8b59b778c7..0185dddd4f6b625feb7200c0db016bb858ab2754 100755
Binary files a/bin/specular_estimation and b/bin/specular_estimation differ
diff --git a/plastic6 0.5 0.5 0.5 0.5.txt b/plastic6 0.5 0.5 0.5 0.5.txt
deleted file mode 100644
index 3d4e26e65d16e061b06fe84f7458008b6a62a4db..0000000000000000000000000000000000000000
--- a/plastic6 0.5 0.5 0.5 0.5.txt	
+++ /dev/null
@@ -1,442 +0,0 @@
-Roughness	Metallic	Light Distance	Light Intensity	Resiudal
-0.5	0.5	1	0	26452.5
-0.5	0.5	1	0	26452.5
-0.499999	0.5	1	0	26452.5
-0.5	0.5	1	0	26452.5
-0.5	0.499999	1	0	26452.5
-0.5	0.5	1	0	26452.5
-0.5	0.5	1	0	26452.5
-0.5	0.5	1	0	26452.5
-0.5	0.5	1	0	26452.5
-1	0	1	0	32398.9
-1	0	1	0	32398.9
-0.999999	0	1	0	32398.9
-1	1.49012e-08	1	0	32398.9
-1	-1.49012e-08	1	0	32398.9
-1	0	1	0	6912.32
-1	0	1	0	6912.32
-1	0	1	0	32398.9
-1	0	1	0	32398.9
-0.694278	0.0986696	1	0	19185
-0.694279	0.0986696	1	0	19185
-0.694278	0.0986696	1	0	19185
-0.694278	0.0986697	1	0	19185
-0.694278	0.0986695	1	0	19185
-0.694278	0.0986696	1	0	19185
-0.694278	0.0986696	1	0	19185
-0.694278	0.0986696	1	0	19185
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