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{{short description|Simulation of reflective surfaces}}
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[[Image:Refl sample.jpg|frame|right|[[Ray tracing (graphics)|Ray-traced]] model demonstrating specular reflection
'''Reflection''' in [[computer graphics]] is used to
Accurate reflections
*'''Polished''' - A polished reflection is an undisturbed reflection, like a mirror or chrome.▼
*'''Blurry''' - A blurry reflection means that tiny random bumps on the surface of the material cause the reflection to be blurry.▼
*'''Metallic''' - A reflection is metallic if the highlights and reflections retain the color of the reflective object.▼
*'''Glossy''' - This term can be misused. Sometimes, it is a setting which is the opposite of blurry (e.g. when "glossiness" has a low value, the reflection is blurry). However, some people use the term "glossy reflection" as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred.▼
==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.
[[Image and object order rendering|Image order rendering]] algorithms based on tracing rays of light, such as [[Ray tracing (graphics)|ray tracing]] or [[path tracing]], typically compute accurate reflections on general surfaces, including multiple reflections and self reflections. However these algorithms are generally still too computationally expensive for real time rendering (even though
Reflections on planar surfaces, such as planar mirrors or water surfaces, can be computed simply and accurately in real time with two pass rendering — one for the viewer, one for the view in the mirror, usually with the help of [[stencil buffer]].<ref>{{cite journal
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
*
==Types of reflection==
==Examples==▼
;Polished
▲
;Blurry
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;Metallic
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;Glossy
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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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{{clear}}
▲==Examples of reflections==
==See also==▼
===Wet floor reflections===
The ''wet floor effect''<ref>{{cite web|url=http://twinsparc.com/a/wetfloor/|title=WetFloor|author=Nate|archive-url=https://web.archive.org/web/20080531144057/http://twinsparc.com:80/a/wetfloor/|archive-date=2008-05-31}}</ref>{{better source needed|date=November 2022}}
is a [[Computer graphics|graphic]] [[Special effect|effect]]s technique popular in conjunction with [[Web 2.0]] style pages, particularly in [[logo]]s. The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the [[Java (programming language)|Java]] water effect popular in first-generation web [[Digital image|graphics]]), the wet floor effect involves a [[gradient]] and often a slant in the reflection, so that the mirrored image appears to be [[Levitation (physics)|hovering]] over or resting on a wet floor.
▲==See also==
* [[Illumination model]]
* [[Lambertian reflectance]]
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* [[Rendering (computer graphics)]]
* [[Specular reflection]] (optics)
▲* [[Wet floor effect]]
== References ==
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{{DEFAULTSORT:Reflection (Computer Graphics)}}
{{Computer graphics}}
[[Category:Computer graphics]]
[[Category:3D computer graphics]]
[[Category:Computer graphic techniques]]
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