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
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