Vol. 7, No. 4: 3—8
Simple Blurry Reflections
with Environment Maps
Michael Ashikhmin and Abhijeet Ghosh
SUNY at Stony Brook
Abstract. We present a technique which uses existing OpenGL capabilities to ap-
proximate the effect of blurry specular reflections and indirect diffuse illumination.
It makes use of environment maps, mipmapping with level of detail control, and
possibly texture borders. The method is extremely simple to implement, in some
cases requiring just a single additional OpenGL statement.
1. Introduction
Physically based rendering systems describe surface reflection behavior using
the bidirectional reflectance distribution function (BRDF). They then use it
as a weighing function applied, along with an extra cosine term, to the illumi-
nation incident upon the surface to compute the final color using the rendering
equation [Kajiya 86]. This process can take into account light coming from
all objects in the scene (indirect illumination) rather than only directly from
light sources (direct illumination). In recent years, substantial research effort
has been directed at incorporating both arbitrary BRDFs and indirect illu-
mination effects into hardware-based rendering [Cabral et al. 99], [Heidrich
and Seidel 99], [Ramamoorthi and Hanrahan 01]. In most cases, however, the
techniques proposed are rather complex and require significant extra program-
ming effort to implement. On the other hand, it is well known that accurate
computation of these effects is not critical for most applications as long as the
main character of the BRDF and illumination are both correctly reproduced.
This led to the development of numerous ad-hoc approximation techniques
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