9. The specular point

To get a volumetric image, PresenZ has to render from different locations in the ZOV, as opposed to a regular perspective render, which is taken from a single point. For instance a mirror could be made up of several pieces located next to each other, each one rendered from a different location. Therefore, to make sure that the reflections are consistent between these pieces we “bend” the reflection rays as if they were all computed from a single point. This is what we call 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.



If the user in VR gets far away from the specular point, reflections might start to appear weird. For multiboxing, usually the best location of the specular point is the center ZOV.