For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also possible.
Image order rendering algorithms based on tracing rays of light, such as ray tracing or path tracing, typically compute accurate reflections on general surfaces, including multiple reflections and self reflections. However these algorithms are generally still too computationally expensive for real time rendering (even though specialized HW exists, such as Nvidia RTX) and require a different rendering approach from typically used rasterization.
Reflections on planar surfaces, such as planar mirrors or water surfaces, can be computed simply and accurately in real time with two pass rendering — one for the viewer, one for the view in the mirror, usually with the help of stencil buffer.1 Some older video games used a trick to achieve this effect with one pass rendering by putting the whole mirrored scene behind a transparent plane representing the mirror.2
Reflections on non-planar (curved) surfaces are more challenging for real time rendering. Main approaches that are used include:
- A polished reflection is an undisturbed reflection, like a mirror or chrome surface.
- A blurry reflection means that tiny random bumps on the surface of the material causes the reflection to be blurry.
- A reflection is metallic if the highlights and reflections retain the color of the reflective object.
- This term can be misused: sometimes, it is a setting which is the opposite of blurry (e.g. when "glossiness" has a low value, the reflection is blurry). Sometimes the term is used as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred.
Mirrors are usually almost 100% reflective.
Normal (nonmetallic) 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.
Many materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the rays of the reflections.
Fully glossy reflection, shows highlights from light sources, but does not show a clear reflection from objects.
The wet floor effect6[better source needed] is a graphic effects technique popular in conjunction with Web 2.0 style pages, particularly in logos. The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the Java water effect popular in first-generation web graphics), the wet floor effect involves a gradient and often a slant in the reflection, so that the mirrored image appears to be hovering over or resting on a wet floor.
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Off Camera Secrets, Metal Gear Solid: Twin Snakes - Boundary Break. 2016-11-28. Event occurs at 4:32. Retrieved 25 April 2020. https://www.youtube.com/watch?v=fas0zJ8C7GU ↩
Fernando, Randima; Kilgard, Mark (2003). The Cg tutorial. The definitive guide to programmable real-time graphics. Addison-Wesley Professional. ISBN 9780321194961. 9780321194961 ↩
Hongtongsak, Kevin. "Dynamic Cubemapping". people.engr.tamu.edu. Retrieved 2024-03-09. https://people.engr.tamu.edu/sueda/courses/CSC471/2016S/demos/khongton/index.html ↩
Kasyan, Nickolay; Schulz, Nicolas; Sousa, Tiago (18 August 2011). "Secrets of CryENGINE 3 Graphics Technology" (PDF). Retrieved 27 November 2022. http://www.klayge.org/material/4_1/SSR/S2011_SecretsCryENGINE3Tech_0.pdf ↩
Nate. "WetFloor". Archived from the original on 2008-05-31. https://web.archive.org/web/20080531144057/http://twinsparc.com:80/a/wetfloor/ ↩