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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 |last1=Kligard |first1=Mark |title=Improving Shadows and Reflections via the Stencil Buffer |date=1999 |pages=7 |url=https://www.researchgate.net/publication/238248138 |accessdate=25 April 2020}}</ref> Some older video games used a trick to achieve this effect with one pass rendering by putting the whole mirrored scene behind a transparent plane representing the mirror.<ref>{{cite AV media | title =Off Camera Secrets, Metal Gear Solid: Twin Snakes - Boundary Break|url =https://youtube.com/channel/UCHTnEwQKNwm49CQeCVZogMw?page=1&sort_by=popular|time =4:32|access-date =25 April 2020}}</ref>
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