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  2. Specularity - Wikipedia

    en.wikipedia.org/wiki/Specularity

    In seismology. In the context of seismic migration, specularity is defined as the cosine of the angle made by the surface normal vector and the angle bisector of the angle defined by the directions of the incident and diffracted rays. [3] For a purely specular seismic event the value of specularity should be equal to unity, as the angle between ...

  3. Specular reflection - Wikipedia

    en.wikipedia.org/wiki/Specular_reflection

    Specular reflection, or regular reflection, is the mirror -like reflection of waves, such as light, from a surface. [1] The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by ...

  4. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    The ambient occlusion map (middle image) for this scene darkens only the innermost angles of corners. In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded ...

  5. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    Cube maps provide a fairly straightforward and efficient solution to rendering stable specular highlights. Multiple specular highlights can be encoded into a cube map texture, which can then be accessed by interpolating across the surface's reflection vector to supply coordinates. Relative to computing lighting at individual vertices, this ...

  6. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or ...

  7. Reflection mapping - Wikipedia

    en.wikipedia.org/wiki/Reflection_mapping

    Reflection mapping. In computer graphics, reflection mapping or environment mapping[1][2][3] is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of the distant environment surrounding the rendered object.

  8. Lambertian reflectance - Wikipedia

    en.wikipedia.org/wiki/Lambertian_reflectance

    Lambertian reflectance is the property that defines an ideal "matte" or diffusely reflecting surface. The apparent brightness of a Lambertian surface to an observer is the same regardless of the observer's angle of view. [1] More precisely, the reflected radiant intensity obeys Lambert's cosine law, which makes the reflected radiance the same ...

  9. Reflectance - Wikipedia

    en.wikipedia.org/wiki/Reflectance

    Reflectance is a component of the response of the electronic structure of the material to the electromagnetic field of light, and is in general a function of the frequency, or wavelength, of the light, its polarization, and the angle of incidence. The dependence of reflectance on the wavelength is called a reflectance spectrum or spectral ...