8. The Specular Point

To gather all the information needed to cover whatever is possible to see within the zone of view, we have to render from a different location in space, compared by an original 2D render. Thus to make sure that the reflections are consistent we “bend” them as if they were all computed from a single point. This is the specular point.

The specular point is represented by the point in between the viewer avatar’s eyes, and can be moved in the user interface accordingly from PresenZ in your 3D application.