Difference between revisions of "Environment map"
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− | + | An environment map is used for three purposes in a game engine: | |
+ | # Reflections: simulates the look of a shiny surface, like chrome or water. | ||
+ | # Refractions: simulates the view behind or through a transparent surface, like glass or water. | ||
+ | # Background: simulates the distant view behind the game models. | ||
− | + | An environment map is usually painted to look like an all-encompassing world. | |
− | + | ||
− | + | [[image:reflection.gif]][[image:reflectmap.gif]]<br clear="all"/> | |
+ | 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. | |
+ | * [[Cube map]] | ||
+ | * [[Diffusely convolved cube map]] | ||
+ | * [[DuDv map]] | ||
+ | * [[Spherical environment map]] | ||
+ | |||
+ | ---- | ||
[[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:
- Reflections: simulates the look of a shiny surface, like chrome or water.
- Refractions: simulates the view behind or through a transparent surface, like glass or water.
- Background: simulates the distant view behind the game models.
An environment map is usually painted to look like an all-encompassing world.
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.