Knowledge (XXG)

Reflection mapping

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and other polyhedron mappings address the severe distortion of sphere maps. If cube maps are made and filtered correctly, they have no visible seams, and can be used independent of the viewpoint of the often-virtual camera acquiring the map. Cube and other polyhedron maps have since superseded sphere
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Environment mapping is generally the fastest method of rendering a reflective surface. To further increase the speed of rendering, the renderer may calculate the position of the reflected ray at each vertex. Then, the position is interpolated across polygons to which the vertex is attached. This
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A diagram depicting an apparent reflection being provided by cube-mapped reflection. The map is actually projected onto the surface from the point of view of the observer. Highlights which in raytracing would be provided by tracing the ray and determining the angle made with the normal, can be
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is used, each polygon has many face normals (the direction a given point on a polygon is facing), which can be used in tandem with an environment map to produce a more realistic reflection. In this case, the angle of reflection at a given point on a polygon will take the normal map into
205:" effect) is visible in the reflection on the object where texel colors at or near the edge of the map are distorted due to inadequate resolution to represent the points accurately. The spherical mapping also wastes pixels that are in the square but not in the sphere. 294:
environment mapping is similar to the other polyhedron mappings, but can be hierarchical, thus providing a unified framework for generating polyhedra that better approximate the sphere. This allows lower distortion at the cost of increased computation.
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in the environment map. This technique often produces results that are superficially similar to those generated by raytracing, but is less computationally expensive since the radiance value of the reflection comes from calculating the angles of
221:"fudged", if they are manually painted into the texture field (or if they already appear there depending on how the texture map was obtained), from where they will be projected onto the mapped object along with the rest of the texture detail. 319:, who developed environment mapping in 1976; these developments which refined Catmull's original algorithms led them to conclude that "these generalizations result in improved techniques for generating patterns and texture". 307:
created an algorithm for "rendering images of bivariate surface patches" which worked directly with their mathematical definition. Further refinements were researched and documented by
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Catmull, E.A. Computer display of curved surfaces. Proc. Conf. on Comptr. Graphics, Pattern Recognition, and Data Structure, May 1975, pp. 11-17 (IEEE Cat. No. 75CH0981-1C).
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However, in most circumstances a mapped reflection is only an approximation of the real reflection. Environment mapping relies on two assumptions that are seldom satisfied:
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comes from an infinite distance. When this is not the case the reflection of nearby geometry appears in the wrong place on the reflected object. When this is the case, no
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and reflection, followed by a texture lookup, rather than followed by tracing a ray against the scene geometry and computing the radiance of the ray, simplifying the
145:, such that it contains no self-interreflections. When this is not the case the object does not appear in the reflection; only the environment does. 409: 208:
The artifacts of the spherical mapping are so severe that it is effective only for viewpoints near that of the virtual orthographic camera.
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into six square regions of a single texture. Other projections that have some superior mathematical or computational properties include the
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The spherical mapping suffers from limitations that detract from the realism of resulting renderings. Because spherical maps are stored as
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Heidrich, W., and H.-P. Seidel. "View-Independent Environment Maps". Eurographics Workshop on Graphics Hardware 1998, pp. 39–45.
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which provides the radiance value used in the lighting calculation. This creates the effect that the object is reflective.
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Emil Praun and Hugues Hoppe. "Spherical parametrization and remeshing". ACM Transactions on Graphics, 22(3):340–349, 2003.
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consideration. This technique is used to make an otherwise flat surface appear textured, for example corrugated metal, or
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of incident illumination as though it were seen in the reflection of a reflective sphere through an
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is determined by calculating the reflection vector at the point on the object and mapping it to the
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Mauro Steigleder. "Pencil Light Transport". A thesis presented to the University of Waterloo, 2005.
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Several ways of storing the surrounding environment have been employed. The first technique was
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camera. The texture image can be created by approximating this ideal setup, or using a
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that is used in outdoor renderings. Cube-mapped reflection is done by determining the
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which computes the exact reflection by tracing a ray of light and following its
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maps in most computer graphics applications, with the exception of acquiring
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Approximation of reflective and transparent objects with environmental maps
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http://web.cse.ohio-state.edu/~whmin/courses/cse5542-2013-spring/17-env.pdf
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eliminates the need for recalculating every pixel's reflection direction.
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Real-time Environment Mapping with Equal Solid-Angle Spherical Quad-Map
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Gene Miller experimented with spherical environment mapping in 1982 at
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of the environments they represent, an abrupt point of singularity (a "
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of where the camera vector intersects the object. This results in the
252:. Image-based lighting can be done with parallax-corrected cube maps. 179: 16: 235: 224: 215: 107: 429:, Shader X4: Lighting & Rendering, Charles River Media, 2006. 240:
Example of a three-dimensional model using cube-mapped reflection
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An image used in early reflection mapping, created in 1976 by
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Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam.
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of the distant environment surrounding the rendered object.
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Wolfgang Heidrich introduced Paraboloid Mapping in 1998.
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http://www.ics.uci.edu/~majumder/VC/classes/BEmap.pdf
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Mauro Steigleder introduced Pyramid Mapping in 2005.
666: 605: 442:Blinn, James F.; Newell, Martin E. (October 1976). 90:Reflection mapping is one of several approaches to 332:Emil Praun introduced Octahedron Mapping in 2003. 40:technique for approximating the appearance of a 338:Tien-Tsin Wong, et al. introduced the existing 583: 8: 130:All radiance incident upon the object being 63:. It has been almost entirely surpassed by 590: 576: 568: 421: 419: 263:that the object is being viewed at. This 15: 362: 255:Generally, cube mapping uses the same 7: 437: 435: 48:. The texture is used to store the 194:a scene with a spherical mapping. 44:surface by means of a precomputed 14: 371:"Higher Education | Pearson" 20:An example of reflection mapping 548:The Story of Reflection mapping 342:mapping for rendering in 2006. 1: 505:"Reflection Mapping History" 275:which is then passed to the 141:The object being shaded is 726: 599:Texture mapping techniques 138:is seen in the reflection. 448:Communications of the ACM 559:Cube Environment Mapping 96:screen space reflections 267:is reflected about the 241: 233: 222: 21: 460:10.1145/360349.360353 239: 228: 219: 199:azimuthal projections 19: 613:Displacement mapping 412:. 29 September 2012. 352:Skybox (video games) 250:image-based lighting 92:reflection rendering 38:image-based lighting 684:Environment mapping 491:"Computer Graphics" 311:in 1975, and later 34:environment mapping 242: 234: 223: 30:reflection mapping 22: 692: 691: 653:Occlusion mapping 94:, alongside e.g. 83:mapping, and the 26:computer graphics 717: 658:Specular mapping 623:Parallax mapping 592: 585: 578: 569: 536: 533: 527: 524: 518: 515: 509: 508: 501: 495: 494: 487: 481: 478: 472: 471: 439: 430: 423: 414: 413: 406: 400: 395: 389: 384: 378: 377: 375: 367: 61:spherical mirror 36:is an efficient 725: 724: 720: 719: 718: 716: 715: 714: 695: 694: 693: 688: 662: 601: 596: 544: 539: 534: 530: 525: 521: 516: 512: 503: 502: 498: 489: 488: 484: 479: 475: 454:(10): 542–547. 441: 440: 433: 424: 417: 408: 407: 403: 396: 392: 385: 381: 373: 369: 368: 364: 360: 348: 309:Bui-Tuong Phong 301: 289: 287:HEALPix mapping 214: 178:represents the 173: 168: 12: 11: 5: 723: 721: 713: 712: 707: 697: 696: 690: 689: 687: 686: 681: 679:Sphere mapping 676: 670: 668: 664: 663: 661: 660: 655: 650: 645: 640: 638:Relief mapping 635: 630: 625: 620: 618:Normal mapping 615: 609: 607: 603: 602: 597: 595: 594: 587: 580: 572: 566: 565: 560: 557:NVIDIA's paper 554: 543: 542:External links 540: 538: 537: 528: 519: 510: 496: 482: 473: 431: 415: 401: 390: 379: 361: 359: 356: 355: 354: 347: 344: 300: 297: 288: 285: 269:surface normal 231:James F. Blinn 213: 210: 176:Sphere mapping 172: 171:Sphere mapping 169: 167: 164: 155:normal mapping 147: 146: 139: 57:sphere mapping 13: 10: 9: 6: 4: 3: 2: 722: 711: 708: 706: 703: 702: 700: 685: 682: 680: 677: 675: 672: 671: 669: 665: 659: 656: 654: 651: 649: 646: 644: 643:Alpha mapping 641: 639: 636: 634: 631: 629: 626: 624: 621: 619: 616: 614: 611: 610: 608: 604: 600: 593: 588: 586: 581: 579: 574: 573: 570: 564: 561: 558: 555: 553: 549: 546: 545: 541: 532: 529: 523: 520: 514: 511: 506: 500: 497: 492: 486: 483: 477: 474: 469: 465: 461: 457: 453: 449: 445: 438: 436: 432: 428: 422: 420: 416: 411: 405: 402: 399: 394: 391: 388: 383: 380: 372: 366: 363: 357: 353: 350: 349: 345: 343: 341: 336: 333: 330: 327: 325: 320: 318: 317:Martin Newell 314: 310: 306: 305:Edwin Catmull 298: 296: 293: 286: 284: 282: 278: 274: 273:reflected ray 270: 266: 262: 258: 253: 251: 246: 238: 232: 227: 218: 211: 209: 206: 204: 200: 195: 193: 189: 185: 181: 177: 170: 165: 163: 161: 156: 151: 144: 140: 137: 133: 129: 128: 127: 124: 122: 118: 113: 109: 105: 101: 97: 93: 88: 86: 82: 79:mapping, the 78: 75:mapping, the 74: 70: 66: 62: 58: 53: 51: 47: 43: 39: 35: 31: 27: 18: 710:Demo effects 705:3D rendering 674:Cube mapping 648:Bump mapping 552:Paul Debevec 531: 522: 513: 499: 485: 476: 451: 447: 404: 393: 382: 365: 337: 334: 331: 328: 321: 302: 290: 272: 264: 254: 245:Cube mapping 243: 212:Cube mapping 207: 196: 192:prerendering 188:fisheye lens 184:orthographic 174: 152: 148: 125: 104:optical path 89: 65:cube mapping 54: 33: 29: 23: 667:Environment 633:UVW mapping 313:James Blinn 279:to get the 162:aluminium. 100:ray tracing 699:Categories 628:UV mapping 358:References 265:camera ray 203:black hole 123:workload. 81:octahedron 73:paraboloid 42:reflective 468:0001-0782 303:In 1974, 117:incidence 87:mapping. 346:See also 277:cube map 136:parallax 69:unfolded 340:HEALPix 299:History 292:HEALPix 190:or via 160:brushed 85:HEALPix 77:pyramid 46:texture 466:  261:vector 257:skybox 180:sphere 143:convex 132:shaded 606:Local 374:(PDF) 281:texel 166:Types 112:texel 108:pixel 50:image 464:ISSN 324:MAGI 315:and 550:by 456:doi 153:If 121:GPU 98:or 32:or 24:In 701:: 462:. 452:19 450:. 446:. 434:^ 418:^ 326:. 28:, 591:e 584:t 577:v 507:. 493:. 470:. 458:: 376:.

Index


computer graphics
image-based lighting
reflective
texture
image
sphere mapping
spherical mirror
cube mapping
unfolded
paraboloid
pyramid
octahedron
HEALPix
reflection rendering
screen space reflections
ray tracing
optical path
pixel
texel
incidence
GPU
shaded
parallax
convex
normal mapping
brushed
Sphere mapping
sphere
orthographic

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