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Schlick's approximation: Difference between revisions

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Alhead (talk | contribs)
m an abbreviation was used without giving the expanded form
Theta is NOT the incident angle, it is the reflection half-angle. See equations 4, 8, and 15 in the original Schlick paper, as cited.
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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>


where <math>\theta</math> is the incident angle (which equals the reflected angle for specular reflection) and <math>R_0</math> is the reflectance at normal incidence (i.e. the value of the Fresnel term when <math>\theta = 0</math>).
where <math>\theta</math> is half the angle between the incoming and outgoing light directions, and <math>R_0</math> is the reflectance at normal incidence (i.e. the value of the Fresnel term when <math>\theta = 0</math>).


==See also==
==See also==

Revision as of 02:55, 13 September 2011

In 3D computer graphics, Schlick's approximation is a formula for approximating the bidirectional reflectance distribution function (BRDF) of metallic surfaces. It was proposed by Christophe Schlick to approximate the contributions of Fresnel terms in the specular reflection of light from conducting surfaces.

According to Schlick's model, the specular reflection coefficient R is given by

where is half the angle between the incoming and outgoing light directions, and is the reflectance at normal incidence (i.e. the value of the Fresnel term when ).

See also

References

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