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Reflection in computer graphics is used to emulate reflective objects like mirrors and shiny surfaces. Reflection is accomplished in a ray trace renderer by following a ray from the eye to the mirror and then calculating where it bounces from, and continuing the process until no surface is found, or a non-reflective surface is found. Reflection on a shiny surface like wood or tile can add to the photorealistic effects of a 3D rendering. *Polished - A polished reflection is an undisturbed reflection, like a mirror or chrome. *Blurry - A blurry reflection means that tiny random bumps on the surface of the material cause the reflection to be blurry. *Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. *Glossy - This term can be misused. Sometimes, it is a setting which is the opposite of Blurry (e.g. when "glossiness" has a low value, the reflection is blurry). However, some people use the term "Glossy Reflection" as a synonym for "Blurred Reflection." Glossy used in this context means that the reflection is actually blurred. ==Examples== 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Reflection (computer graphics)」の詳細全文を読む スポンサード リンク
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