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Reflections on non-planar (curved) surfaces are more chalenging 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 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.<ref>{{cite web |title=Unity-Technologies: Screen space Reflections |url=https://github.com/Unity-Technologies/PostProcessing/wiki/Screen-space-Reflections |accessdate=25 April 2020}}</ref>
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