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The mirrored image is actually just the same scene drawn on the opposite side of the mirror. I used the stencil buffer to prevent drawing the reflection outside of the mirror. This works well for planar mirrors but cannot be used for curved mirrors or refractions.
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I implemented projective shadows simply by projecting the silhouette of the camel onto the three planes of the room from a single point (light source). This creates hard edges around the shadow but is much faster than rendering soft shadows.
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I created soft shadows by sampling an area of points and creating projective shadows from each point in the area. The shadows each have a lower opacity. Since the edges of the soft shadow are only shadowed by part of the light area, fewer projective shadows are casted and the summed opacity is lower. This takes much more time to render, depending on how many points in the area are sampled.
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I used spherical mapping and the environment map shown below to create the reflective camel.
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A spherical environment map of a bar scene.
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