Graphics Reference
In-Depth Information
Near Plane
Far Plane
O
Solid
P
ss
V
ss
O
+
D
Solid
Solid
Z-Buffer
0.0
1.0
Figure 4.11.
An illustration showing
O
,
D
,
P
,and
V
variables from the equations.
O
+
D
∗
t
will take us anywhere between starting point
O
and ending point
O
+
D
where
t
is between 0 and 1. Note that
V
is just a vector, direction, and has no position.
It was put on the line for visualization purposes.
along the reflection direction. Taking the difference of these two will yield us a
screen-space reflection vector:
V
ss
=
P
ss
−
P
ss
,
where the available
P
is defined as
P
ss
=
{
texcoord
xy
depth
}
.
The other
P
along the reflection direction can be computed by taking the
view-space point, view-space direction, and view-space surface normal, computing
a view-space reflection point, projecting it into clip space [
−
1
,
1] range, and finally