Schlick's approximation: Difference between revisions
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m Improved visual appearance of formula |
m n = 1 is only almost true for air |
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:<math>R(\theta) = R_0 + (1 - R_0)(1 - \cos \theta)^5</math> |
:<math>R(\theta) = R_0 + (1 - R_0)(1 - \cos \theta)^5</math> |
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:<math>R_0 = \left(\frac{n_1-n_2}{n_1+n_2}\right)^2</math> |
:<math>R_0 = \left(\frac{n_1-n_2}{n_1+n_2}\right)^2</math> |
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where <math>\theta</math> is half the angle between the incoming and outgoing light directions. If the light is reflected due to the law of reflection, this means that <math>\theta</math> is the angle between the light direction and the [[Normal (geometry)|normal]]. <math>R_0</math> is the reflectance at normal incidence (i.e., the value of the Fresnel term when <math>\theta = 0</math> or minimal reflection) and <math>n_1,n_2</math> are the indices of refraction at the interface. In computer graphics, one of the interfaces is usually air, meaning <math>n_1 |
where <math>\theta</math> is half the angle between the incoming and outgoing light directions. If the light is reflected due to the law of reflection, this means that <math>\theta</math> is the angle between the light direction and the [[Normal (geometry)|normal]]. <math>R_0</math> is the reflectance at normal incidence (i.e., the value of the Fresnel term when <math>\theta = 0</math> or minimal reflection) and <math>n_1,\,n_2</math> are the indices of refraction at the interface. In computer graphics, one of the interfaces is usually air, meaning that <math>n_1</math> very well can be approximated as 1. |
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==See also== |
==See also== |
Revision as of 19:41, 7 March 2013
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In 3D computer graphics, Schlick's approximation is a formula for approximating the contributions of Fresnel terms in the specular reflection of light from non-conducting surfaces.
According to Schlick's model, the specular reflection coefficient R can be approximated by:
where is half the angle between the incoming and outgoing light directions. If the light is reflected due to the law of reflection, this means that is the angle between the light direction and the normal. is the reflectance at normal incidence (i.e., the value of the Fresnel term when or minimal reflection) and are the indices of refraction at the interface. In computer graphics, one of the interfaces is usually air, meaning that very well can be approximated as 1.
See also
References
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