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Questions tagged [reflection-rendering]

Reflection rendering refers to techniques used to visually represent surface reflections of scene objects and their environments, whether crisp and mirror-like or distorted & blurred. Questions about reflecting vectors or collision bounces should use the Geometry or Physics tags instead.

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I have a forward reflexion protocol producing a reflexion map used for final scene rendering. I can have several heights of ground we can defined as "mirrors". In order to have only one map ...
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I’m using (DX11) LookAtLH or LookTo functions to get my view matrix. When setting Camera Direction so that the y component is zero I have the correct reflexion (picture left). When changing the Dir.y ...
philB's user avatar
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With regular raymarching algorithm we can fade the reflected pixel based on the number of iterations used when looping. I can’t use an iteration number when doing both hierarchical z (HiZ) and ...
philB's user avatar
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Let us consider the situation where only we moved the camera. The object and the light source remain in the same place. Thus the angle of the incident light is the same for every point.I have captured ...
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I've been trying to work out how to render a mirror for a while now, but a lot of resources I find either use very outdated tools I'm not familiar with, appear to be college slides referencing other ...
Ethan McTague's user avatar
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I'd like to write a fragment shader that stretches a tetragonal shape in a texture to a square shaped game object of mine. My problem is best described with a picture, seen below. The shader receives ...
Bobobot's user avatar
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I know what raytracing is, but I'm a bit curious how games are able to reflect off-screen geometry using raytracing in real-time. I tried looking up the technical details but most of the articles are ...
Serberus's user avatar
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Both methods involve casting a ray unto the reflecting object. It will be reflected. In reflection mapping - the intersection of this reflected ray with the environment map (texture) will yield the ...
P. Lance's user avatar
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I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels. But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at. ...
Tin Tran's user avatar
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I've been trying to implement screen space reflections for the past couple of days, however it's been difficult finding specific implementation instructions or guides. Most of the hits on the subject ...
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Please refer to this video to understand the issue I am facing. With camera movement, there is a strong white reflection that appears over the complete model. What settings do I need to change to fix ...
newbie2015's user avatar
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I created a mirror in Unity using the FX/MirrorReflection and the script that comes with it. http://wiki.unity3d.com/index.php/MirrorReflection4 One mirror at a time works perfectly fine, but as soon ...
Enthused Dragon's user avatar
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I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
Zick's user avatar
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I have a wheel model. It's use Reflected Diffuse shader and only one texture and only one material. So it should seen like that, right? But it's seen like that: I'm really curious about that. What is ...
Friction's user avatar
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I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
Ivelate's user avatar
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How to adjust reflection in Unity 5 to show up it on the water surface. So I have few light elements in the scene. So I want my water pro to reflect this lights. As example you can see red and yellow ...
Oleksandr Matrosov's user avatar
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Could someone please tell me how do I enable reflections on flat surfaces on a mobile in UE4? I have a simple room with one directional light. I need reflections on the tables and ground planes. I ...
user346443's user avatar
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I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
worbel's user avatar
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So I have already implemented the reflection part: ...
cepro's user avatar
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I understand how reflections work for objects. A cubemap would be rendered around a certain point in 3D space, usually at the center of the object that the reflection is to be applied to, and that is ...
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I'd like to implement shadows and reflective surfaces in my OpenGL app. I already have ideas which I will provide below. But I would like to ask someone more experienced than me before I put too much ...
Scindix's user avatar
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I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using ...
Reanimation's user avatar
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1 answer
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So, given a scene like this (cubemap skybox with "real" spheres) Everything looks great, except for the fact that the spheres don't reflect each other. What's a good way to go about this? The first ...
3Dave's user avatar
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13 votes
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I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
CloseReflector's user avatar
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1 answer
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After reading up on rendering reflections, it seems that the way to do it is the render the scene from underneath the plane of reflection, and then use projective texturing to map the reflected ...
Jonathon Xu's user avatar