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  2. Schlick's approximation - Wikipedia

    en.wikipedia.org/wiki/Schlick's_approximation

    In 3D computer graphics, Schlick’s approximation, named after Christophe Schlick, is a formula for approximating the contribution of the Fresnel factor in the specular reflection of light from a non-conducting interface (surface) between two media.

  3. Bidirectional reflectance distribution function - Wikipedia

    en.wikipedia.org/wiki/Bidirectional_reflectance...

    Diagram showing vectors used to define the BRDF. All vectors are unit length. points toward the light source. points toward the viewer (camera). is the surface normal.. The bidirectional reflectance distribution function (BRDF), symbol (,), is a function of four real variables that defines how light from a source is reflected off an opaque surface. It is employed in the optics of real-world ...

  4. Specular highlight - Wikipedia

    en.wikipedia.org/wiki/Specular_highlight

    Specular highlights on a pair of spheres. A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). ). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the

  5. 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 ...

  6. Isometric projection - Wikipedia

    en.wikipedia.org/wiki/Isometric_projection

    Isometric graph paper can be placed under a normal piece of drawing paper to help achieve the effect without calculation. In a similar way, an isometric view can be obtained in a 3D scene. Starting with the camera aligned parallel to the floor and aligned to the coordinate axes, it is first rotated horizontally (around the vertical axis) by ± ...

  7. Reflection (mathematics) - Wikipedia

    en.wikipedia.org/wiki/Reflection_(mathematics)

    Point Q is the reflection of point P through the line AB. In a plane (or, respectively, 3-dimensional) geometry, to find the reflection of a point drop a perpendicular from the point to the line (plane) used for reflection, and extend it the same distance on the other side. To find the reflection of a figure, reflect each point in the figure.

  8. Diffuse reflection - Wikipedia

    en.wikipedia.org/wiki/Diffuse_reflection

    Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection.

  9. Symmetry (geometry) - Wikipedia

    en.wikipedia.org/wiki/Symmetry_(geometry)

    A drawing of a butterfly with bilateral symmetry, with left and right sides as mirror images of each other.. In geometry, an object has symmetry if there is an operation or transformation (such as translation, scaling, rotation or reflection) that maps the figure/object onto itself (i.e., the object has an invariance under the transform). [1]