Specular Reflection for 3-D Particle Collision

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In summary, the question is about finding the spherical polar coordinates (θc,φc) for the direction of the velocity of a particle after undergoing specular reflection on a cube. The solution involves finding the angle between the normal of the face and the incoming ray, and then using that to determine the corresponding spherical polar angles for the outgoing ray. This is a general solution that can be applied to any object, not just a cube.
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I am writing code for a particle simulation and I have this question:

Homework Statement



A particle, with initial coordinates (xi,yi,zi) w.r.t a fixed origin in a global rectangular coordinate system, is traveling toward one of the faces of a cube with a speed whose direction can be described by the standard spherical polar angles (θii) w.r.t a local origin at the initial coordinates (xi,yi,zi).

Now, say it hits the cubic face at a point (xc,yc,zc). If the particle is to undergo specular reflection, what are the spherical polar coordinates (θcc) w.r.t a local origin at the point (xc,yc,zc) which describe the direction of the velocity it reflects at? (in terms of the original angles)

Essentially, for a 2-D collision, I know that the particle must satisfy the usual law of reflection if we want specular reflection and thus we can get the new angle easily. But now in 3-D, there are two angles, so I am not sure what specular reflection would entail?

Homework Equations



θ and φ are the usual spherical polar angles,

0° ≤ θ ≤ 180° (pi rad)
0° ≤ φ < 360° (2pi rad)

The Attempt at a Solution



The only solution that makes sense to me is that the θ angle will obey the usual law of reflection, but the φ angle has no restrictions and can be anything from 0 to 2pi
 
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Hmmm I typed all of that out and I think that helped me figure it out.

Phi would be the same, theta would have to satisfy the law of reflection along the plane formed by the incoming ray vector and the normal vector. This is of course a general solution and would work for any object (cube, triangle, sphere, etc). But if anyone thinks this is wrong/thinks it is right please tell me.

EDIT: On second thought, I do not think this is correct. I think what I need to do is find the angle between the normal of the face and the incoming ray and then find the corresponding spherical polar angles to describe the outgoing ray. This seems rather obvious and trivial, not sure why I never thought of it before.
 
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FAQ: Specular Reflection for 3-D Particle Collision

What is specular reflection in 3-D?

Specular reflection in 3-D refers to the phenomenon where light reflects off a smooth surface in a predictable and organized manner, creating a mirror-like reflection.

How is specular reflection different from diffuse reflection?

Diffuse reflection occurs when light reflects off a rough surface in various directions, creating a scattered reflection. Specular reflection, on the other hand, occurs when light reflects off a smooth surface in a single direction, creating a clear and sharp reflection.

What factors affect the intensity of specular reflection?

The intensity of specular reflection is affected by the angle of incidence of the light, the reflectivity of the surface, and the roughness of the surface. A greater angle of incidence and a more reflective and smoother surface will result in a more intense specular reflection.

How is specular reflection used in 3-D graphics?

Specular reflection is an important technique used in 3-D graphics to create realistic and detailed images. By accurately simulating the way light reflects off different surfaces, it adds depth and realism to virtual objects and environments.

Can specular reflection be controlled or manipulated?

Yes, specular reflection can be controlled and manipulated through the use of different materials and textures. For example, a glossy material will result in a more intense specular reflection compared to a matte material. Additionally, special effects can be added to create different types of specular reflections, such as a blurred or distorted reflection.

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