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3D graphics eBook - Course Materials Repository

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Reflection mapping 157<br />

1) All radiance incident upon the object being shaded comes from an infinite distance. When this is not the case the<br />

reflection of nearby geometry appears in the wrong place on the reflected object. When this is the case, no parallax is<br />

seen in the reflection.<br />

2) The object being shaded is convex, such that it contains no self-interreflections. When this is not the case the<br />

object does not appear in the reflection; only the environment does.<br />

Reflection mapping is also a traditional Image-based lighting technique for creating reflections of real-world<br />

backgrounds on synthetic objects.<br />

Environment mapping is generally the fastest method of rendering a reflective surface. To further increase the speed<br />

of rendering, the renderer may calculate the position of the reflected ray at each vertex. Then, the position is<br />

interpolated across polygons to which the vertex is attached. This eliminates the need for recalculating every pixel's<br />

reflection direction.<br />

If normal mapping is used, each polygon has many face normals (the direction a given point on a polygon is facing),<br />

which can be used in tandem with an environment map to produce a more realistic reflection. In this case, the angle<br />

of reflection at a given point on a polygon will take the normal map into consideration. This technique is used to<br />

make an otherwise flat surface appear textured, for example corrugated metal, or brushed aluminium.<br />

Types of reflection mapping<br />

Sphere mapping<br />

Sphere mapping represents the sphere of incident illumination as though it were seen in the reflection of a reflective<br />

sphere through an orthographic camera. The texture image can be created by approximating this ideal setup, or using<br />

a fisheye lens or via prerendering a scene with a spherical mapping.<br />

The spherical mapping suffers from limitations that detract from the realism of resulting renderings. Because<br />

spherical maps are stored as azimuthal projections of the environments they represent, an abrupt point of singularity<br />

(a “black hole” effect) is visible in the reflection on the object where texel colors at or near the edge of the map are<br />

distorted due to inadequate resolution to represent the points accurately. The spherical mapping also wastes pixels<br />

that are in the square but not in the sphere.<br />

The artifacts of the spherical mapping are so severe that it is effective only for viewpoints near that of the virtual<br />

orthographic camera.

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