Reflection (computer graphics): Difference between revisions

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Importing Wikidata short description: "Simulation of reflective surfaces" (Shortdesc helper)
COMPLETE THE MERGE: from Wet floor effect per AfD
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Accurate reflections can be accomplished e.g. by a [[Ray tracing (graphics)|ray trace]] renderer by following a ray from the eye to the mirror and then calculating where it bounces from, and continuing the process until no surface is found, or a non-reflective surface is found. Approximate reflections can usually be computed faster by using methods such as [[environment mapping]]. Reflection on a shiny surface like wood or tile can add to the photorealistic effects of a [[3D rendering]].
 
*'''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.
 
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*[[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>
 
==Types of reflection==
==Examples==
 
;Polished
*'''Polished''' - A polished reflection is an undisturbed reflection, like a mirror or chrome surface.
;Blurry
*'''Blurry''' - A blurry reflection means that tiny random bumps on the surface of the material causecauses the reflection to be blurry.
;Metallic
*'''Metallic''' - A reflection is metallic if the highlights and reflections retain the color of the reflective object.
;Glossy
*'''Glossy''' - This term can be misused.: Sometimessometimes, 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 useSometimes the term "glossyis reflection"used as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred.
 
===Polished or mirror reflection===
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{{clear}}
 
==Examples of reflections==
==See also==
 
===Wet floor reflections===
* [[{{anchor|Wet floor effect]]}}
The ''wet floor effect''<ref>[https://web.archive.org/web/20080531144057/http://twinsparc.com:80/a/wetfloor/ Twinsparc] Article in which the term is coined</ref>
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|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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[[Category:Computer graphics]]
[[Category:3D computer graphics]]
[[Category:Computer graphic techniques]]