Reflection (computer graphics): Difference between revisions

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Added a better source for screen space reflections, along with some extra information about the subject
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*[[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 prerendering of the environment map.<ref name="randima">{{cite book|last1=Fernando|first1=Randima|last2=Kilgard |first2=Mark|title=The Cg tutorial. The definitive guide to programmable real-time graphics|date=2003|publisher=Addison-Wesley Professional|isbn=9780321194961}}</ref>{{rp|174}} The precision can be increased by using a spatial array of environment maps instead of just one.
*Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth. The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image subsequently causing artefacts on the edge of the reflection. SSR was originally introduced as Real Time Local Reflections and was later changed.<ref>{{cite web |titlelast=Unity-Technologies:Kasyan Screen|first=Nickolay space|last2=Schulz Reflections|first2=Nicolas |websitelast3=[[GitHub]]Sousa |first3=Tiago |date=18 August 2011 |title=Secrets of CryENGINE 3 Graphics Technology |url=httpshttp://githubwww.klayge.comorg/Unity-Technologiesmaterial/PostProcessing4_1/wikiSSR/Screen-space-ReflectionsS2011_SecretsCryENGINE3Tech_0.pdf |accessdate=2527 AprilNovember 20202022}}</ref>{{better source needed|date=November 2022}}
 
==Types of reflection==