Reflection (computer graphics)

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

Ray traced model demonstrating specular reflection.


Examples

Mirrors

 
Mirror on wall rendered with 100% reflection.

Mirrors are usually almost 100% reflective.

Metallic Reflection

 
The large sphere on the left is blue with its reflection marked as metallic. The large sphere on the right is the same color but does not have the metallic property selected.

Normal, (non metallic), objects reflect light and colors in the original color of the object being reflected.

Metallic objects reflect lights and colors altered by the color of the metallic object itself.



Blurry Reflection

 
The large sphere on the left has shapness set to 100%. The sphere on the right has sharpness set to 50% which creates a blurry reflection.

Many materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the rays of the reflections.



Glossy Reflection

 
The sphere on the left has normal, metallic reflection. The sphere on the right has the same parameters, except that the reflection is marked as "glossy".

Fully glossy reflection, shows highlights from light sources, but does not show a cleat reflection from objects.


See also