Parallax-corrected cubemapping with any cubemap

Recently I was using a parallax corrected cubemapping technique to add some glass reflections to a project (you can read about parallax corrected cubemapping in this excellent writeup). In general, doing planar reflections with cubemaps is not that easy, the cubemap is considered “infinite” and since it is accessed only with the reflection vector it has no notion of location (that means it does not register well with the scene, it seems detached from it and the reflections do not correspond to actual scene items/features). Continue reading “Parallax-corrected cubemapping with any cubemap”

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Parallax-corrected cubemapping with any cubemap