 | [TOC] Chapter 7: Reflection Models |  |
Reflection models are essential for simulating how light interacts with surfaces, capturing effects like glossiness, roughness, and metallicity to make materials appear realistic. They define the balance between reflected, refracted, and absorbed light, ensuring surfaces respond accurately to lighting in the environment.
 | Reflection Model Basics |  |
Reflection models describe how light interacts with surfaces and determines the final color at a given point. These models take into account the physical properties of the surface and the incoming and outgoing light directions. A reflection model defines how light is reflected (or transmitted) when it hits a surface, and it influences the appearance of materials, like how shiny, rough, or matte they look.
The reflection equation (also known as the Bidirectional Reflectance Distribution Function, or BRDF) governs how much light is reflected from an incoming direction \(\mathbf{L_i}\) to an outgoing direction \(\mathbf{L_o}\) based on the surface properties:
\[
L_o(\mathbf{p}, \mathbf{\omega_o}) = \int_{\Omega} f_r(\mathbf{p}, \mathbf{\omega_o}, \mathbf{\omega_i}) L_i(\mathbf{p}, \mathbf{\omega_i}) (\mathbf{n} \cdot \mathbf{\omega_i}) d\mathbf{\omega_i}
\]
where:
\(L_o(\mathbf{p}, \mathbf{\omega_o})\) is the outgoing radiance at point \(\mathbf{p}\) in direction \(\mathbf{\omega_o}\),
\(f_r(\mathbf{p}, \mathbf{\omega_o}, \mathbf{\omega_i})\) is the BRDF that describes the reflection properties,
\(L_i(\mathbf{p}, \mathbf{\omega_i})\) is the incoming radiance at point \(\mathbf{p}\) from direction \(\mathbf{\omega_i}\),
\(\mathbf{n} \cdot \mathbf{\omega_i}\) is the cosine term accounting for the angle between the surface normal \(\mathbf{n}\) and the incoming light direction.
 | Specular Reflection and Transmission |  |
Specular reflection is the perfect mirror-like reflection where the angle of reflection equals the angle of incidence. This is typically used for shiny surfaces such as polished metal, glass, or water.
For specular transmission, the ray passes through the surface, like in transparent materials such as glass or water, but it may change direction due to refraction (Snell's law).
Reflection (Perfect Mirror) Example in JavaScript
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