Schlick's Approximation
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Schlick's Approximation
In 3D computer graphics, Schlick’s approximation, named after Christophe Schlick, is a formula for approximating the contribution of the Fresnel factor in the specular reflection of light from a non-conducting interface (surface) between two media. According to Schlick’s model, the specular reflection coefficient ''R'' can be approximated by: R(\theta) = R_0 + (1 - R_0)(1 - \cos \theta)^5 where R_0 = \left(\frac\right)^2 where \theta is the angle between the direction from which the incident light is coming and the normal of the interface between the two media, hence \cos\theta=(N\cdot V). And n_1,\,n_2 are the indices of refraction of the two media at the interface and R_0 is the reflection coefficient for light incoming parallel to the normal (i.e., the value of the Fresnel term when \theta = 0 or minimal reflection). In computer graphics, one of the interfaces is usually air, meaning that n_1 very well can be approximated as 1. In microfacet models it is assumed that t ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector ...
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Fresnel Equation
The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media. They were deduced by Augustin-Jean Fresnel () who was the first to understand that light is a transverse wave, even though no one realized that the "vibrations" of the wave were electric and magnetic fields. For the first time, polarization could be understood quantitatively, as Fresnel's equations correctly predicted the differing behaviour of waves of the ''s'' and ''p'' polarizations incident upon a material interface. Overview When light strikes the interface between a medium with refractive index ''n''1 and a second medium with refractive index ''n''2, both reflection and refraction of the light may occur. The Fresnel equations give the ratio of the ''reflected'' wave's electric field to the incident wave's electric field, and the ratio of the ''transmitted'' wave's electri ...
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Specular Reflection
Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by the incident and reflected rays. This behavior was first described by Hero of Alexandria ( AD c. 10–70). Specular reflection may be contrasted with diffuse reflection, in which light is scattered away from the surface in a range of directions. Law of reflection When light encounters a boundary of a material, it is affected by the optical and electronic response functions of the material to electromagnetic waves. Optical processes, which comprise reflection and refraction, are expressed by the difference of the refractive index on both sides of the boundary, whereas reflectance and absorption are the real and imaginary parts of the r ...
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Reflection Coefficient
In physics and electrical engineering the reflection coefficient is a parameter that describes how much of a wave is reflected by an impedance discontinuity in the transmission medium. It is equal to the ratio of the amplitude of the reflected wave to the incident wave, with each expressed as phasors. For example, it is used in optics to calculate the amount of light that is reflected from a surface with a different index of refraction, such as a glass surface, or in an electrical transmission line to calculate how much of the electromagnetic wave is reflected by an impedance discontinuity. The reflection coefficient is closely related to the ''transmission coefficient''. The reflectance of a system is also sometimes called a "reflection coefficient". Different specialties have different applications for the term. Transmission lines In telecommunications and transmission line theory, the reflection coefficient is the ratio of the complex amplitude of the reflected wave t ...
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Normal (geometry)
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a '' curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at ...
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Index Of Refraction
In optics, the refractive index (or refraction index) of an optical medium is a dimensionless number that gives the indication of the light bending ability of that medium. The refractive index determines how much the path of light is bent, or refraction, refracted, when entering a material. This is described by Snell's law of refraction, , where ''θ''1 and ''θ''2 are the angle of incidence (optics), angle of incidence and angle of refraction, respectively, of a ray crossing the interface between two media with refractive indices ''n''1 and ''n''2. The refractive indices also determine the amount of light that is reflectivity, reflected when reaching the interface, as well as the critical angle for total internal reflection, their intensity (Fresnel's equations) and Brewster's angle. The refractive index can be seen as the factor by which the speed and the wavelength of the radiation are reduced with respect to their vacuum values: the speed of light in a medium is , and simil ...
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Specular Highlight
A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene. Microfacets The term ''specular'' means that light is perfectly reflected in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the surface normal is oriented precisely halfway between the direction of incoming light and the direction of the viewer; this is called the half-angle direction because it bisects (divides into halves) the angle between the incoming light and the viewer. Thus, a specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source. However, many shiny objects show blurred specular highlights. This can be explained by the existence of microfacets. W ...
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Phong Reflection Model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface designed by the computer graphics researcher Bui Tuong Phong. In 3D computer graphics, it is sometimes referred to as "Phong shading", particularly if the model is used with the interpolation method of the same name and in the context of pixel shaders or other places where a lighting calculation can be referred to as “shading”. History The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection model other than Phong's. Phong's methods were considered radical at the time of their introduction, but have since ...
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Fresnel Equations
The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media. They were deduced by Augustin-Jean Fresnel () who was the first to understand that light is a transverse wave, even though no one realized that the "vibrations" of the wave were electric and magnetic fields. For the first time, polarization could be understood quantitatively, as Fresnel's equations correctly predicted the differing behaviour of waves of the ''s'' and ''p'' polarizations incident upon a material interface. Overview When light strikes the interface between a medium with refractive index ''n''1 and a second medium with refractive index ''n''2, both reflection and refraction of the light may occur. The Fresnel equations give the ratio of the ''reflected'' wave's electric field to the incident wave's electric field, and the ratio of the ''transmitted'' wave's elec ...
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