Difference between revisions of "Environment map"

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= Environment Map =
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An environment map is used for three purposes in a game engine:
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# Reflections: simulates the look of a shiny surface, like chrome or water.
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# Refractions: simulates the view behind or through a transparent surface, like glass or water.
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# Background: simulates the distant view behind the game models.
  
A method of [[Texturing|texture]] mapping that simulates the look of reflections in a shiny surface, like chrome or glass. The texture is usually painted to look like an all-encompassing world. In this example, the sky texture on the far right has been used on the donut. This can also be used to fake the look of specular highlights on an object, by painting only the light sources into the environment texture.
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An environment map is usually painted to look like an all-encompassing world.  
Also called reflection mapping.
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A common method is a [[Cube map]] which maps six textures of a panorama to the faces of a cube.
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[[image:reflection.gif]][[image:reflectmap.gif]]<br clear="all"/>
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In this example, the sky texture on the right has been used as a reflection on the torus.  
  
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Environment mapping can also be used to fake the look of specular highlights on an object, by painting only the light sources into the environment texture.
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* [[Cube map]]
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* [[Diffusely convolved cube map]]
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* [[DuDv map]]
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* [[Spherical environment map]]
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[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 18:42, 25 February 2015

An environment map is used for three purposes in a game engine:

  1. Reflections: simulates the look of a shiny surface, like chrome or water.
  2. Refractions: simulates the view behind or through a transparent surface, like glass or water.
  3. Background: simulates the distant view behind the game models.

An environment map is usually painted to look like an all-encompassing world.

Reflection.gifReflectmap.gif
In this example, the sky texture on the right has been used as a reflection on the torus.

Environment mapping can also be used to fake the look of specular highlights on an object, by painting only the light sources into the environment texture.


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