ABSTRACT

This chapter aims to understand what glossy reflection and shows how it can be modeled in ray tracing and describes have implemented glossy reflection in readers' ray tracer. M. Pharr and G. Humphreys discusses Monte Carlo techniques for ray tracing glossy reflection based on the J. F. Blinn microfacet distribution and on M. Ashikhmin and P. Shirley’s anisotropic model. The glossy objects have two specular highlights, one from the point light and the other from the environment light. Re-render the image with the specular highlight color set to red and compare the results with the existing image. The chapter explains how to render glossy reflections. Many real materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the incident radiance.