Whenever I see a decorative mirror ball, I think about the old-school OpenGL GL_SPHERE_MAP texgen option, and light probes for realistic lighting of synthetic renderings for merging with photos.
Long before cube maps were an option, sphere maps allowed a form of shiny surface rendering, but only from a limited viewpoint — you couldn’t walk all the way around a shiny object.
For light probes, you could take multiple photos with different exposure times to capture a true many-orders-of-magnitude high dynamic range composite image for realistic image based lighting of everything from direct sunlight to subtle shadowed region indirect lighting.
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