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  2. Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Phong_reflection_model

    The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. [1] [2] It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection ...

  3. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  4. Reflection mapping - Wikipedia

    en.wikipedia.org/wiki/Reflection_mapping

    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 ...

  5. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    The process takes less time because finding the reflected light vector's direction is a more involved computation than calculating the halfway normal vector. [19] While this is similar to the Phong model, it produces different visual results, and the specular reflection exponent or shininess might need modification in order to produce a similar ...

  6. Fresnel equations - Wikipedia

    en.wikipedia.org/wiki/Fresnel_equations

    When light makes multiple reflections between two or more parallel surfaces, ... complex amplitude vector, i is the imaginary unit, k is the wave vector ...

  7. Snell's law - Wikipedia

    en.wikipedia.org/wiki/Snell's_law

    Refraction! of light at the interface between two media of different refractive indices, with n 2 > n 1.Since the velocity is lower in the second medium (v 2 < v 1), the angle of refraction θ 2 is less than the angle of incidence θ 1; that is, the ray in the higher-index medium is closer to the normal.

  8. Fast inverse square root - Wikipedia

    en.wikipedia.org/wiki/Fast_inverse_square_root

    Lighting and reflection calculations, as in the video game OpenArena, use the fast inverse square root code to compute angles of incidence and reflection.. Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in ...

  9. Reflection (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Reflection_(computer_graphics)

    - A polished reflection is an undisturbed reflection, like a mirror or chrome surface. Blurry - A blurry reflection means that tiny random bumps on the surface of the material causes the reflection to be blurry. Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. Glossy