3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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Reflection 156<br />
Glossy Reflection<br />
Fully glossy reflection, shows<br />
highlights from light sources, but does<br />
not show a clear reflection from<br />
objects.<br />
Reflection mapping<br />
In computer <strong>graphics</strong>, environment mapping, or reflection mapping,<br />
is an efficient Image-based lighting technique for approximating the<br />
appearance of a reflective surface by means of a precomputed texture<br />
image. The texture is used to store the image of the distant<br />
environment surrounding the rendered object.<br />
Several ways of storing the surrounding environment are employed.<br />
The first technique was sphere mapping, in which a single texture<br />
contains the image of the surroundings as reflected on a mirror ball. It<br />
has been almost entirely surpassed by cube mapping, in which the<br />
environment is projected onto the six faces of a cube and stored as six<br />
square textures or unfolded into six square regions of a single texture.<br />
The sphere on the left has normal, metallic reflection. The sphere on the right has the<br />
same parameters, except that the reflection is marked as "glossy".<br />
An example of reflection mapping.<br />
Other projections that have some superior mathematical or computational properties include the paraboloid<br />
mapping, the pyramid mapping, the octahedron mapping, and the HEALPix mapping.<br />
The reflection mapping approach is more efficient than the classical ray tracing approach of computing the exact<br />
reflection by tracing a ray and following its optical path. The reflection color used in the shading computation at a<br />
pixel is determined by calculating the reflection vector at the point on the object and mapping it to the texel in the<br />
environment map. This technique often produces results that are superficially similar to those generated by<br />
raytracing, but is less computationally expensive since the radiance value of the reflection comes from calculating<br />
the angles of incidence and reflection, followed by a texture lookup, rather than followed by tracing a ray against the<br />
scene geometry and computing the radiance of the ray, simplifying the GPU workload.<br />
However in most circumstances a mapped reflection is only an approximation of the real reflection. Environment<br />
mapping relies on two assumptions that are seldom satisfied: