Unformatted text preview: • Make a 20s 30fps video showing your environment mapped reflections. 4. Extra credit • Golden teapot (as opposed to silver). (2%) • Fresnel reflections (i.e. specularity decreasing as eye rays become more perpendicular to the reflector surface). (3%) • Illustration of the limitations of rendering reflections by environment mapping. (3%) • Improved reflection of object close to reflector by modeling reflected object with billboard. (4%) Turn in • Code. • Cube map (i.e. one image per cube map face). • Movie file. • A README.txt description of your GUI. © Popescu, fall 2010...
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- Fall '08
- 3D computer graphics, Voicu Popescu, Environment Mapped Reflections