Arikah Map

Bump mapping

Bump mapping:A sphere without bump mapping.
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A sphere without bump mapping.
Bump mapping:The bump map that is applied to the image below.
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The bump map that is applied to the image below.
Bump mapping:This sphere is geometrically the same as the first, but has a bump map applied. This changes how it reacts to shading, giving it the appearance of a bumpy texture resembling that of an orange.
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This sphere is geometrically the same as the first, but has a bump map applied. This changes how it reacts to shading, giving it the appearance of a bumpy texture resembling that of an orange.

Bump mapping is a computer graphics technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a heightmap and applied before the illumination calculation is done (see, for instance, Phong shading). The result is a richer, more detailed surface representation that more closely resembles the details inherent in the natural world. Normal mapping is the most commonly used bump mapping technique, but there are other alternatives, such as Parallax mapping.

The difference between displacement mapping and bump mapping is evident in the example images; in bump mapping, the normal alone is perturbed, not the geometry itself. This leads to artifacts in the silhouette of the object (the sphere still has a circular silhouette).


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Fake bump mapping

Programmers of 3D graphics sometimes use computationally cheaper fake bump mapping techniques in order to simulate bump mapping. One such method uses texel index alteration instead of altering surface normals, often used for '2D' bump mapping. As of GeForce 2 class card this technique is implemented in graphics accelerator hardware.

Full-screen 2D fake bump mapping, which could be easily implemented with a very simple and fast rendering loop, was a very common visual effect in the demos of the 1990's.

References

See also

Categories


3D computer graphics | Demo effects | Virtual reality

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