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I'm currently working on a physics-based puzzle game with light refraction. I've read about the reflection/refraction incidence ratio, and how it's the proportion of the sine values of the angle of incidences.

However, what formula, if there are any, determines the threshold for % of light reflected and % of light refracted?

is the % of light reflected/refracted always either 0% or 100% (that is, they're always either reflected or refracted)? Or is there a curve of some sort for this?

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This is an exact duplicate of physics.stackexchange.com/questions/339/… . –  nibot Mar 12 '11 at 23:01
    
This is a very important question in 3D computer graphics, especially in ray tracing. Unlike physicists, the CG artists and makers of their software need to calculate such things very fast, and make a wide variety of materials look real (or unreal). –  DarenW Mar 13 '11 at 3:42

1 Answer 1

up vote 3 down vote accepted

Look here:

http://en.wikipedia.org/wiki/Fresnel_equations

This is for transparent media, the formulas for metals are somewhat more complicated.

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