24 relations: Andrew Glassner, Anisotropy, Blinn–Phong shading model, Brushed metal, Computer Graphics: Principles and Practice, Diffuse reflection, Fresnel equations, Gamma correction, Glossary of computer graphics, Isotropy, Light, List of common shading algorithms, Normal (geometry), Normal distribution, Pearson distribution, Phong reflection model, Reflection (physics), Refraction, Retroreflector, Root mean square, Schlick's approximation, Specular reflection, Specularity, 3D computer graphics.
Andrew Glassner
Andrew S. Glassner (born 1960) is an American expert in computer graphics, well known in computer graphics community as the originator and editor of the Graphics Gems series, An Introduction to Ray Tracing, and Principles of Digital Image Synthesis.
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Anisotropy
Anisotropy, is the property of being directionally dependent, which implies different properties in different directions, as opposed to isotropy.
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Blinn–Phong shading model
The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn.
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Brushed metal
A piece of brushed aluminium A collection of brushed stainless steel Breville small appliances A DeLorean DMC-12 featuring non-structural brushed stainless steel panels The Gateway Arch in St. Louis, Missouri Brushed or dull polished metal is metal with a unidirectional satin finish.
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Computer Graphics: Principles and Practice
Computer Graphics: Principles and Practice is a textbook written by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley and published by Addison–Wesley.
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Diffuse reflection
Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection.
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Fresnel equations
The Fresnel equations (or Fresnel coefficients) describe the reflection and transmission of light (or electromagnetic radiation in general) when incident on an interface between different optical media.
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Gamma correction
Gamma correction, or often simply gamma, is a nonlinear operation used to encode and decode luminance or tristimulus values in video or still image systems.
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Glossary of computer graphics
This is a glossary of terms relating computer graphics.
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Isotropy
Isotropy is uniformity in all orientations; it is derived from the Greek isos (ἴσος, "equal") and tropos (τρόπος, "way").
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Light
Light is electromagnetic radiation within a certain portion of the electromagnetic spectrum.
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List of common shading algorithms
This article lists common shading algorithms used in computer graphics.
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Normal (geometry)
In geometry, a normal is an object such as a line or vector that is perpendicular to a given object.
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Normal distribution
In probability theory, the normal (or Gaussian or Gauss or Laplace–Gauss) distribution is a very common continuous probability distribution.
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Pearson distribution
The Pearson distribution is a family of continuous probability distributions.
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Phong reflection model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface.
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Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated.
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Refraction
Refraction is the change in direction of wave propagation due to a change in its transmission medium.
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Retroreflector
A retroreflector (sometimes called a retroflector or cataphote) is a device or surface that reflects light back to its source with a minimum of scattering.
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Root mean square
In statistics and its applications, the root mean square (abbreviated RMS or rms) is defined as the square root of the mean square (the arithmetic mean of the squares of a set of numbers).
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Schlick's approximation
In 3D computer graphics, Schlick's approximation, named after Christophe Schlick, is a formula for approximating the contribution of the Fresnel factor in the specular reflection of light from a non-conducting interface (surface) between two media.
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Specular reflection
Specular reflection, also known as regular reflection, is the mirror-like reflection of waves, such as light, from a surface.
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Specularity
Specularity is the visual appearance of specular reflections.
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3D computer graphics
3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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Cook-Torrance, Cook-Torrance model, Cook–Torrance, Microfacet, Specular highlights, Specular lighting.
References
[1] https://en.wikipedia.org/wiki/Specular_highlight