In
computer graphics, it means the quantity used in three-dimensional (3D)
rendering which represents the amount of
reflectivity a surface has. It is a key component in determining the
brightness of
specular highlights, along with
shininess to determine the size of the
highlights. It is frequently used in
real-time computer graphics and
ray tracing, where the mirror-like specular reflection of
light from other surfaces is often ignored (due to the more intensive computations required to calculate it), and the specular reflection of light directly from point light sources is modeled as specular highlights.
Specular mapping A
materials system may allow specularity to vary across a surface, controlled by additional layers of
texture maps.
The early misinterpretation of "Specularity" in computer graphics Early shaders included a parameter called "Specularity". CG Artists, confused by this term discovered by experimentation that the manipulation of this parameter would cause a reflected highlight from a light source to appear and disappear and therefore misinterpreted "specularity" to mean "light highlights". In fact "Specular" is defined in optics as
Optics. (of reflected light) directed, as from a smooth, polished surface (opposed to diffuse ). A specular surface is a highly smooth surface. When the surface is very smooth, the reflected highlight is easy to see. As the surface becomes rougher, the reflected highlights gets broader and dimmer. This is a more "diffused" reflection. ==In seismology==