Usually we can solve this problem with some extra work on 3D objects modeling, changing the polygons spacial configuration or increasing moderately the number of polygons.
But there is a much bigger problem: the specular reflections are much more sensible to non-continuous surfaces. Reflection tends to spread the original light rays, so it works like a magnifying glass to geometric imperfections.
To solve this situation, many times it's needed to increase exponentialy the number of polygons for 3D objects, so the rendering time is too high. It's really a very big problem and I'm trying to minimize it using some heuristics.
Below I show three images to illustrate what I have just explained. Pay attention to the reflection of the right side object on the left side one.



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