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oTakhi Platform: Improve Material Realism


mfdesigner
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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.)

 

reflection.png

 

View in Petri-Dish

 

 

(2) Realistic Glass:  dynamic refraction mapping applied to bump-mapped surface.

 

glass.jpg

 

View in Petri-Dish

 

 

(3) Chromatic Dispersion: separating red, green, and blue light rays by different indexes of refraction.

 

chromatic-dispersion.jpg

 

 

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.

 

 

 

 

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