# Day07 - Advanced Illumination Models Chapter 7 of "RealTime...

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Advanced Illumination Models Chapter 7 of “Real-Time Rendering, 3rd  Edition”

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Fresnel Reflectance
Fresnel Reflectance the surface of an object can be thought of as being an interface between air and the object material the interaction of light at a planar interface is described by the Fresnel equations when an incoming ray of light hits a surface part of the ray is reflected in the ideal reflection direction and part of the ray is refracted in the ideal refraction direction the Fresnel equations describe the fraction that is reflected from the surface (i.e., the specular component)

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Fresnel Reflectance light direction ideal reflection direction ideal refraction direction from Real-Time Rendering, 3rd Edition
Fresnel Reflectance indices of refraction index of refraction = (speed of light in vacuum) / (speed of light in material) from Real-Time Rendering, 3rd Edition

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Fresnel Reflectance Fresnel reflectance (a function of the angle of incidence θi ) ( 29 i F R θ from Real-Time Rendering, 3rd Edition
Fresnel Reflectance the Fresnel reflectance varies widely for different materials roughly constant for silver colored metals varies from about 0.05 to 1.0 for glass and plastic

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Fresnel Reflectance from Real-Time Rendering, 3rd Edition
Fresnel Reflectance θi = 0° (light perpendicular to surface) RF (0°) is the the characteristic specular color of the material from Real-Time Rendering, 3rd Edition

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Fresnel Reflectance θi increases (light direction increasing glancing angle) RF ( θi ) tends to increase and approaches 1 at θi = 90° from Real-Time Rendering, 3rd Edition
Fresnel Reflectance http://www.graphics.cornell.edu/~westin/misc/fresnel.html

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## This note was uploaded on 02/13/2012 for the course CSE 4431 taught by Professor Burton during the Winter '12 term at York University.

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Day07 - Advanced Illumination Models Chapter 7 of "RealTime...

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