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This page could use some information on how refelction is accomplished realistically in non-raytraced computer graphics. Unfortunately, this a subject on which I know very little. Jeodesic (talk) 23:32, 26 November 2007 (UTC)[reply]
What you're describing isn't actually reflection. Most polyhedra renderers are actually just texture-mapped to approximate reflection. You can't trace reflections without some degree of raytracing. I don't have a source for that, but that is my understanding. Adam McCormick (talk) 04:27, 27 November 2007 (UTC)[reply]
Usually cubic environment mapping, although plane mirrors are likely to use some kind of second rendering pass combined with clipping to the geometry of the mirror.
This article seems to be written for POV-ray. I'm not sure if all renderers have a "metallic" property, or what they call it. 136.176.106.94 (talk) 08:38, 6 September 2010 (UTC)[reply]