The aim of this technique is to approximate the reflection of the environment or pseudo environment. In this case, a texture is mapped onto a surface by reflecting or refracting beams from the eye point.
For each pixel clipped polygon, we construct a beam formed by the clipped polygon and the reflection vectors at the vertices of the clipped polygon. For each vertex, a normal has been interpolated as part of Phong Shading and the reflection or refraction vector is calculated from this normal to the eye point. The beam is then reflected or refracted from the surface and projects onto an area on a map. The area subtended on the map is then used to drive the mip mapping scheme and a colour is obtained for that part of the surface clipped by the polygon.
Back to the main screen
Copyright - Sudhir R Kaushik (email@example.com)