Specular Reflection (Texture Mapping)
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Description
Texture mapping means the mapping of a function onto a surface in 3D. The domain of the function can be one, two, or three dimensional, and it can be represented by either an array or a mathematical function.
The source image (texture) is mapped onto a surface in 3D object space, which is then mapped to the destination image (screen) by the viewing projection. Texture space is labeled $(u, v)$, object space is labeled $(x_0, y_0, z_0)$, and screen space is labeled $(x, y)$.
Specular reflection is the light that is perfectly reflected off of the incident surface.
Related Problems
Related: Diffuse Reflection, Environment Mapping
Parameters
No parameters found.
Table of Algorithms
Name | Year | Time | Space | Approximation Factor | Model | Reference |
---|---|---|---|---|---|---|
Phong | 1971 | $O(n^{3})$ | Deterministic | |||
Blinn–Phong | 1977 | $O(n^{3})$ | Deterministic | |||
Cook–Torrance (microfacets) | 1973 | $O(n^{2})$ | Deterministic | |||
Ward anisotropic | 1989 | $O(n^{1.{6}7} \log^{2} n)$ | Deterministic | |||
Hanrahan–Krueger | 1995 | $O(n^{2} \log n)$ | Deterministic |