Re: [CsMain] Reflectivity of a surface
Mohit Taneja <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
> Hmm... right now this isn't something CS explicitly manages. > Rather, in the realtime rendering, this is handled more or less > implicitly through the “diffuse” texture: it modulates the (direct) > lighting computed for some surface; so darker parts on the “diffuse” > texture cause darker lighting - which is perceived the same way as the > less photons from a lower reflective surface would be. > > Ohk.. so any ideas about what criteria should I be using for photon reflection. Currently for determining whether a photon should be reflected or not lighter2 uses the dot product of the incident light vector and the normal to the surface for russian roulette, which seems to be pretty odd to me, probably incorrect. From the images I posted on my blog one can observe that the brightness towards the ceiling is max due to the high value of dot product as the light falls perpendicular to the surface at that point. Infact the reflectivity of the surface is also required while scattering the photon, if the surface has high reflectivity, we should have specular reflection for most of the photons and if the surface has lower reflectivity, we should have diffuse reflection for majority of photons. As of now the photons are reflected using diffuse reflection (lambert's law). Any ideas about how to solve these issues would be great!! Regards, Mohit Taneja ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe