Matlab calculate reflection of Vector
matlab, performance, phong, specular, vector
Solution
I would solve this mathematically:
Let `N` be the normal vector. Let `V` be the light vector. Let `O` be the reflected vector.
- `O` is in the same plane as `N`,`V`
- The cosine of the angle between `V` and `N` is the same as the cosine of the angle between `V` and `O` (With a minus sign).
- `O` has the same same length as `V`
This yields 3 equations:
- dot(O, cross(N,V)) = 0
- dot(N,V)/ norm(N) / norm(V) = - dot(N,O) / norm(N) / norm(O)
- norm(O) = norm(V)
After manipulating these equations, you will reach a 3x3 equations system. All that is left is to solve it.
Edit My colleague has just told me of an easier way:
`V` can be separated into 2 parts, `V = Vp + Vn`
- `Vp` - parallel to `N`
- `Vn` - has straight angle with `N`
`O` has the same parallel part `Vp`, but exactly the opposite `Vn`
Thus, `O = Vp - Vn`, but `V = Vp + Vn` and then `O = V - 2 * Vn` Where `Vn = dot(V,N) * N` (Assuming that `N` has norm of 1)
So the final answer is:
function O = FindReflected(V,N)
N = N / norm(N);
O = V - 2 * dot(V,N) * N;
end
Edit 2 I've just found a much better explanation on `Math.stackexchange`: https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
Problem
I have to calculate the Specular Highlights (phong) of an Image. the normal Vector and the "light vector" are given. Now I have to calculate the light reflection - is there an efficient matlab function to flip the light Vector over the normal vector to get the reflected-light-vector? Ispec = ks * I * (r * v)p Where: `l` is the light vector `n` is the normal vector of surface `r` is the reflection vector `v` is the vector from reflection point to viewer `p` is the shininess