HOME

TheInfoList



OR:

In
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
, Schlick’s approximation, named after Christophe Schlick, is a formula for approximating the contribution of the Fresnel factor in the
specular reflection Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the su ...
of light from a non-conducting interface (surface) between two media. According to Schlick’s model, the specular
reflection coefficient In physics and electrical engineering the reflection coefficient is a parameter that describes how much of a wave is reflected by an impedance discontinuity in the transmission medium. It is equal to the ratio of the amplitude of the reflected ...
''R'' can be approximated by: R(\theta) = R_0 + (1 - R_0)(1 - \cos \theta)^5 where R_0 = \left(\frac\right)^2 where \theta is the angle between the direction from which the incident light is coming and the normal of the interface between the two media, hence \cos\theta=(N\cdot V). And n_1,\,n_2 are the indices of refraction of the two media at the interface and R_0 is the reflection coefficient for light incoming parallel to the normal (i.e., the value of the Fresnel term when \theta = 0 or minimal reflection). In computer graphics, one of the interfaces is usually air, meaning that n_1 very well can be approximated as 1. In microfacet models it is assumed that there is always a perfect reflection, but the normal changes according to a certain distribution, resulting in a non-perfect overall reflection. When using Schlick’s approximation, the normal in the above computation is replaced by the halfway vector. Either the viewing or light direction can be used as the second vector.


See also

* Phong reflection model * Blinn-Phong shading model *
Fresnel equations The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media. They were deduced by Augustin-Jean Fres ...


References

3D computer graphics {{compu-graphics-stub