Simulating planar reflection using two-pass rendering and texture mapping
1. There ‘s a table with flat rectangular semi-reflective table-top in the 3D scene
2. On/Around the table are some 3D objects. All of these objects are texture-mapped (mipmapping).
3. There is a point light and a single directional light in the scene.
4. There is one rotating triangle floating in the air, casting a shadow on the table, walls and other objects.
5. The program allows the user to move the viewpoint and view direction.
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