Schlick's approximation: Difference between revisions
Appearance
Content deleted Content added
No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
:<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> |
||
:<math>R_0 = (\frac{ |
:<math>R_0 = (\frac{n_1-n_2}{n_1+n_2})^2</math> |
||
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> |
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=1</math>. |
||
==See also== |
==See also== |
Revision as of 04:13, 21 February 2013
This article needs attention from an expert on the subject. Please add a reason or a talk parameter to this template to explain the issue with the article.(February 2012) |
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 .
See also
References
- Attention: This template ({{cite doi}}) is deprecated. To cite the publication identified by doi:10.1111/1467-8659.1330233, please use {{cite journal}} (if it was published in a bona fide academic journal, otherwise {{cite report}} with
|doi=10.1111/1467-8659.1330233
instead.