|
|
Mike Paul has already done blurred reflections (also variable and metallic
reflections, all included in the Superpatch)
Margus
"Edward C." wrote:
>
> >One problem is that I don't know how to calulate the other effects.
>
> I've been thinking about the idea of blurred reflection recently, I've got a
> few sketchy ideas:
> When a ray hits a reflective object, you send out a number of rays, in-stead
> of just one. The number of rays would be user-specified and they would be
> shot within a (user) specified angle of the ray which would normally be
> shot. The results would then be averaged together.
> The directions of the rays should be determined algorithmically (possibly
> with the option of jitter) to allow for animation.
> I could probably psuedo code the whole thing if someone really wants, but I
> probably couldn't provide working C code (so what am I doing hanging around
> p.p you ask?)
> P.S. I know that determining the directions for the rays almost amounts to
> the 'placing points evenly around a sphere' problem discussed in p.a-u, but
> it need not be _that_ complex, since the rays need not be _that_ evenly
> spaced.
Post a reply to this message
|
|