Calculating reflected rayWritten by Paul BourkeJanuary 2000
This short note gives the equation for a reflected ray as used in many computer rendering applications, eg: ray tracing. Given a ray Ri incident at a point on a surface with normal N one wishes to determine the reflected ray from that point. The geometry and nomenclature is given in the following diagram. ![]()
The result is determined by straightforward geometry as follows where "." indicates the dot product and typically N and R1 are unit vectors.
Some obvious things to note at extreme cases. If Ri is parallel to the normal then Rr = N, that is, the reflected ray is in the opposite direction to the incident ray. If the incident ray is perpendicular to the normal then it is unaffected, Rr = Ri, this is a glancing ray. Note also that while the above diagram is in 2D, the equations hold for any dimension. |