Computergrafik

Environment Mapping

Perspective Shadow Maps | | Depth of Field

Environment texture mapping is a way to simulate mirror reflections on a particular object. For that two render passes are required:

1) Render the scene from the viewpoint of the reflective object and put 6 renderings that represent the 6 parts of a hemicube into a so called cube texture map:

skybox cube texture

2) Then render the scene a second time from the regular viewpoint and compute reflection vectors for the reflective object. For a particular reflection vector, look up the corresponding scene color in the pre-computed cube map.

environment mapping


Perspective Shadow Maps | | Depth of Field

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