Reflection (computer graphics)

This is an old revision of this page, as edited by Dbolton (talk | contribs) at 02:22, 25 August 2009 (Undid revision 309731913 by 202.88.225.232 (talk)). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Reflection in computer graphics is used to emulate reflective objects like mirrors and shiny surfaces.

Ray traced model demonstrating specular reflection.

Specular reflection

Specular reflection is the mirror-like reflection of light from a surface. Specular reflection is accomplished in a 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. Specular reflection on a shiny surface like tile, or a wood floor can add to the photorealistic effects of a 3D rendering.

Diffuse reflection

Most surfaces are too rough to reflect light specularly, and instead reflect in a random direction. In ray-tracing, this is harder to emulate than simple specular reflection.[citation needed]

See also