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11.1 Reflections and Refractions
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Advanced Graphics Programming Techniques
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10.9 Anisotropic Lighting
 
Contents
11 Scene Realism
Subsections
11.1 Reflections and Refractions
11.1.0.1 Accelerated Reflection and Refraction
11.1.1 Techniques for Rendering Reflections
11.1.2 Planar Reflectors
11.1.2.1 Planar Reflections Using the Stencil Buffer
11.1.2.2 Planar Reflections using Clip Planes
11.1.2.3 Planar Reflections using Texture Mapping
11.1.2.4 Simulating Reflection and Transmission of Translucent Objects
11.1.3 Curved Reflectors
11.1.3.1 Implicit and Extruded Reflectors
11.1.3.2 Arbitrary Curved Reflectors
11.1.3.3 Convex Reflectors
11.1.3.4 Concave Reflectors
11.1.3.5 Reflectors of Mixed Convexity
11.1.3.6 Conclusions and Issues
11.1.4 Refraction
11.1.5 Further Realism
11.1.5.1 Interreflections
11.1.5.2 Blurry Reflection
11.1.6 Impact of Complexity on Choice of Reflection Technique
11.2 Environment Mapping
11.2.0.1 The Inherent Limitations of Environment Mapping
11.2.1 Sphere Mapping
11.2.1.1 The Mathematics of Sphere Mapping
11.2.1.2 Using a Sphere Map
11.2.1.3 Generating a Sphere Map for Specular Reflection
11.2.1.4 Warping a Sphere Map from Cube Views
11.2.1.5 Multipass Techniques and Interreflections
11.2.1.6 Other Sphere Mapping Techniques
11.2.1.7 Limitations of Sphere Mapping
11.2.2 Dual-Paraboloid Environment Mapping
11.2.2.1 The Mathematics of Dual-Paraboloid Maps
11.2.2.2 Using Dual-Paraboloid Maps
11.2.2.3 Advantages and Disadvantages
11.2.2.4 Cheap Per-pixel Lighting
11.2.3 Cube Environment Mapping
11.2.4 Reflection Space Image-Based Rendering
11.3 Creating Shadows
11.3.1 Projective Shadows
11.3.1.1 Projective Shadow Trade-offs
11.3.2 Shadow Volumes
11.3.2.1 Multiple Light Sources
11.3.2.2 Light Volumes
11.3.2.3 Incrementally Updating Shadow Volumes
11.3.2.4 Shadow Volume Trade-offs
11.3.3 Shadow Maps
11.3.3.1 Shadow Map Trade-offs
11.3.4 Soft Shadows by Jittering Lights
11.3.5 Soft Shadows Using Textures
2001-01-10