Environment [[Function|Mapping]] is a method in graphics of simulating objects [[Light Reflection|reflecting]] the surrounding environment using an [[Environment Map]].
![[Pasted image 20251126165145.png|600]]
The general assumption for environment mapping are that the reflective object is relatively small compared to its environment.
The parameters for environment mapping are the following;
- $\vec e$ Eye Location
- $\hat{v}$ [[View Frustum|View]] [[Vector]]
- $\vec p$ Position
- $k$ Reflection Coefficient
- $\hat n$ [[Normal Vector]]
- $c$ [[Color]]
- $u,v$ [[Texture Coordinates]]
The general process is to:
- Calculate the $\hat{n}, \hat{v}, \hat{r}$ vectors
- Map the [[Fragment]] to [[Texture Coordinates|Texture Space]] based on $\hat{r}$
- Obtain sub area in texture space ([[Inverse Texture Mapping]])
- Compute [[Texel]] [[Color]] for the [[Fragment]]