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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 ...
philB's user avatar
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I'm adding a rain effect in my pipeline in forward mode. I'm rendering a reflection map used to mirror the scene on a "wet" ground. I have raindrops rendered as circles with an animated ...
philB's user avatar
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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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In my app I’m producing for my deferred shading 4 layers of data to show up occluded parts of the scene during screen space reflection (SSR) pass. I need normal maps with bumpiness of these layers for ...
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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After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
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 ...
S. M.'s user avatar
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1 answer
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We know that in Specular reflection rays reflected off surface at inverse angle;so camera position matters;creates bright highlights. I have taken one image where specular reflection is seen(Here ...
S. M.'s user avatar
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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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Notice how the "door" shown below appears multiple times in the reflections, both vertically and horizontally. These "extra" reflections are called interreflections. I am trying to ...
blackhole's user avatar
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1 answer
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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
1 vote
1 answer
1k views

I am trying to make my game more interesting by making a background with this NEON tunnel made of glowing lines. Since I am not a good 3D artist, I choose to hire some freelancers, and they made a ...
NoviKorisnikk's user avatar
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3 answers
417 views

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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can anyone help me with this one. I'm creating a 3D game. For my game, i have created a lot of 3D objects. Im everything works as intended so far, but I'm trying to implement a "Chrome Reflection" ...
Brian Bergh's user avatar
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2 answers
2k views

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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