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{{short description|Simulation of reflective surfaces}}
{{More citations needed|date=November 2022}}
[[Image:Refl sample.jpg|frame|right|[[Ray tracing (graphics)|Ray-traced]] model demonstrating specular reflection
'''Reflection''' in [[computer graphics]] is used to render [[reflection (physics)|reflective]] objects like [[mirror]]s and shiny surfaces.
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==Approaches to reflection rendering==
[[File:CG reflections comparison.png|thumb|right|upright=1|Comparison of accurate reflections computed with [[path tracing]] (left), approximate reflections with [[environment mapping]] (middle), and screen space reflections (right)
For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also possible.
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Reflections on non-planar (curved) surfaces are more challenging for real time rendering. Main approaches that are used include:
*[[Environment mapping]] (e.g. [[cube mapping]]): a technique that has been widely used e.g. in video games, offering reflection approximation that's mostly sufficient to the eye, but lacking self-reflections and requiring
*Screen space reflections (SSR): a more expensive technique that traces
==Types of reflection==
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===Polished or mirror reflection===
[[Image:Mirror2.jpg|frame|right|Mirror on wall rendered with 100% reflection
Mirrors are usually almost 100% reflective.
{{clear}}
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{{DEFAULTSORT:Reflection (Computer Graphics)}}
{{Computer graphics}}
[[Category:Computer graphics]]
[[Category:3D computer graphics]]
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