Illumination and Reflection Maps : Simulated Objects in Simulated and Real Environments Gene

Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper extends their method to cover a wider class of reflectance models. Panoramic images of real, painted and simulated environments are used as illumination maps that are convolved (blurred) and transformed to create reflection maps. These tables of reflected light values are used to efficiently shade objects in an animation sequence. Shaders based on point illumination may be improved in a straightforward manner to use reflection maps. Shading is by table-lookup, and the number of calculations per pixel is constant regardless of the complexity of the reflected scene. Antialiased mapping further improves image quality. The resulting pictures have many of the reality cues associated with ray-tracing but at greatly reduced computational cost. The geometry of highlights is less exact than in ray-tracing, and multiple surface reflections are not explicitly handled. The color of diffuse reflections can be rendered more accurately than in ray-tracing. CR

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