mfdesigner Posted May 19, 2015 Share Posted May 19, 2015 Everyone knows the image quality of Phong shading doesn't come close to that of Ray Tracing. Phong accounts for only the last bounce of light ray from scene objects to camera, whereas ray tracing traces rays stochastically backward through every bounces to the origin light sources. To improve the image quality of Phong Shading (Three.js), we have integrated dynamic reflection/refraction mapping to our multi-layer material engine, the result is that we can now capture two additional bounces. Here are a few samples: (1) Multiple Reflections: (see if you can spot any reflection within reflection. cranking up the floor's reflectivity may help.) View in Petri-Dish (2) Realistic Glass: dynamic refraction mapping applied to bump-mapped surface. View in Petri-Dish (3) Chromatic Dispersion: separating red, green, and blue light rays by different indexes of refraction. View in Petri-Dish The dynamic reflect/refract mapping can be turned on and off and map size is controllable allowing you to minimize performance degradation. A video tutorial is forthcoming. Quote Link to comment Share on other sites More sharing options...
mfdesigner Posted May 20, 2015 Author Share Posted May 20, 2015 This sample demonstrates Fresnel behavior on a semi-reflective and transparent material. It also shows how to use reflective map pre-render and post-render callbacks to make necessary view-dependent changes before each capture. View in Petri-Dish Quote Link to comment Share on other sites More sharing options...
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