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Bump Mapping, Bump Mapping

The result is a richer, more detailed surface representation that more closely resembles the details inherent in the natural world. Normal and parallax mapping are the most commonly used bump mapping techniques.

Bump mapping does this by changing the brightness of the pixels on the surface in response to a heightmap that is specified for each surface.

The algorithm also ensures that the surface appearance changes as lights in the scene move around. Normal mapping is the most commonly used bump mapping technique, but there are other alternatives, such as parallax mapping.

The difference can be seen in object silhouettes and shadows. In 'true' bump mapping, the bumps are applied to the geometry, leading to a 'bumpy' silhouette. Fake bump mapping is computationally efficient and can be performed in real-time by 3D accelerator cards, while true bump mapping is generally reserved for off-line (non-realtime) ray-traced images.

This process duplicates the first texture image, shifts it over to the desired amount of bump, darkens the texture underneath, cuts out the appropriate shape from the texture on top, and blends the two textures into one. This is called two-pass emboss bump mapping because it requires two textures.

Source: Wikipedia > Bump Mapping



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