pdf24 Converted-30
pdf24 Converted-30
Reflection mapping is one of several approaches to reflection rendering, alongside e.g. screen space
reflections or ray tracing which computes the exact reflection by tracing a ray of light and following its
optical path. The reflection color used in the shading computation at a pixel is determined by
calculating the reflection vector at the point on the object and mapping it to the texel 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 incidence 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 GPU workload.
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:
1. All radiance incident upon the object being shaded 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 parallax is seen in the reflection.
2. The object being shaded is convex, 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.
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
eliminates the need for recalculating every pixel's reflection direction.
If normal mapping 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 consideration. This technique is used to make an otherwise flat surface appear textured, for
example corrugated metal, or brushed aluminium.
Types
Sphere mapping
Sphere mapping represents the sphere of incident illumination as though it were seen in the reflection
of a reflective sphere through an orthographic camera. The texture image can be created by
approximating this ideal setup, or using a fisheye lens or via prerendering a scene with a spherical
mapping.
The spherical mapping suffers from limitations that detract from the realism of resulting renderings.
Because spherical maps are stored as azimuthal projections of the environments they represent, an
abrupt point of singularity (a "black hole" 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.
The artifacts of the spherical mapping are so severe that it is effective only for viewpoints near that of
the virtual orthographic camera.
Cube mapping
Cube mapping 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 maps in most computer graphics applications, with the exception of acquiring
image-based lighting. Image-based lighting can be done with parallax-corrected cube maps.[4]
Generally, cube mapping uses the same skybox that is used in outdoor renderings. Cube-mapped
reflection is done by determining the vector that the object is being viewed at. This camera ray is
reflected about the surface normal of where the camera vector intersects the object. This results in the
reflected ray which is then passed to the cube map to get the texel which provides the radiance value
used in the lighting calculation. This creates the effect that the object is reflective.
HEALPix mapping
HEALPix 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.[5]
History
In 1974, Edwin Catmull created an algorithm for "rendering
images of bivariate surface patches"[6][7] which worked directly
with their mathematical definition. Further refinements were
researched and documented by Bui-Tuong Phong in 1975, and
later James Blinn and Martin Newell, 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".[6][8][9]
External links
The Story of Reflection mapping (http://www.pauldebevec.com/ReflectionMapping/) by Paul
Debevec
NVIDIA's paper (http://www.nvidia.com/object/feature_cube.html) Cube Environment Mapping
Approximation of reflective and transparent objects with environmental maps (http://sunandblackc
at.com/tipFullView.php?l=eng&topicid=16)