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, spring 2010...
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- Spring '08
- 3D computer graphics, Voicu Popescu, Environment Mapped Reflections