Vol. 7, No. 4: 38 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 eect of blurry specular reections and indirect diuse 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 reection behavior using the bidirectional reectance 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 nal 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 eort has been directed at incorporating both arbitrary BRDFs and indirect illu- mination eects 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 signicant extra program- ming eort to implement. On the other hand, it is well known that accurate computation of these eects 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 © A K Peters, Ltd. 3 1086-7651/02 $0.50 per page