Specular Reflection (Texture Mapping)

From Algorithm Wiki
Jump to navigation Jump to search


Texture mapping means the mapping of a function onto a surface in 3D. The domain of the function can be one, two, or three dimensional, and it can be represented by either an array or a mathematical function.

The source image (texture) is mapped onto a surface in 3D object space, which is then mapped to the destination image (screen) by the viewing projection. Texture space is labeled $(u, v)$, object space is labeled $(x_0, y_0, z_0)$, and screen space is labeled $(x, y)$.

Specular reflection is the light that is perfectly reflected off of the incident surface.

Related Problems

Related: Diffuse Reflection, Environment Mapping


No parameters found.

Table of Algorithms

Name Year Time Space Approximation Factor Model Reference
Phong 1971 $O(n^{3})$ Deterministic
Blinn–Phong 1977 $O(n^{3})$ Deterministic
Cook–Torrance (microfacets) 1973 $O(n^{2})$ Deterministic
Ward anisotropic 1989 $O(n^{1.{6}7} \log^{2} n)$ Deterministic
Hanrahan–Krueger 1995 $O(n^{2} \log n)$ Deterministic