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// height is height of the image you want to draw + space for reflection... Bitmap canvasBitmap = Bitmap.createBitmap(width,height,Bitmap.Config.ARGB_8888); Canvas myCanvas = new Canvas(canvasBitmap); // Draw whatever needs to be reflected to the canvas myCanvas.drawText("My text", x, y, myPaint); // then create a function: public void refectBitmap(Bitmap bitmap, float reflectionLine) { // How tall is the reflection? int reflectionHeight= (int)(bitmap.getHeight() - reflectionLine); // Create an array to hold the data that's being reflected int[] reflectData = new int[(int)(bitmap.getWidth()) + 1]; // How much should the alpha change between rows? float deltaAlpha = 255 / reflectionSize; // Current alpha int currentAlpha = 255; // There's probably a much better way to do this, but my brain isn't working for (int y = 0; y < reflectionHeight; ++y) { // Get a single line of data bitmap.getPixels(reflectData, 0, 1, 0, reflectionLine - y, bitmap.getWidth(), 1); // Reset the alpha values for (int x = bitmap.getWidth(); x>0; --x) { reflectData[x] = (reflectData[x] & 0x00ffffff) | (currentAlpha << 24); } // Reflect it... bitmap.setPixels(reflectData, 0, 1, 0, reflectionLine + y, bitmap.getWidth(), 1); } }