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which contains the modified normal for each point on the surface directly. Since the normal is specified directly instead of derived from a height map this method usually leads to more predictable results. This makes it easier for artists to work with, making it the most common method of bump mapping
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The primary limitation with bump mapping is that it perturbs only the surface normals without changing the underlying surface itself. Silhouettes and shadows therefore remain unaffected, which is especially noticeable for larger simulated displacements. This limitation can be overcome by techniques
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Bump mapping is limited in that it does not modify the shape of the underlying object. On the left, a mathematical function defining a bump map simulates a crumbling surface on a sphere, but the object's outline and shadow remain those of a perfect sphere. On the right, the same function is used to
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of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the surface of the underlying object is not changed. Bump mapping was introduced by
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for simulating the surface displacement yielding the modified normal. This is the method invented by Blinn and is usually what is referred to as bump mapping unless specified. The steps of this method are summarized as follows.
101:, the surface geometry is not modified. Instead only the surface normal is modified as if the surface had been displaced. The modified surface normal is then used for lighting calculations (using, for example, the
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A sphere without bump mapping (left). A bump map to be applied to the sphere (middle). The sphere with the bump map applied (right) appears to have a mottled surface resembling an
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The result is a surface that appears to have real depth. The algorithm also ensures that the surface appearance changes as lights in the scene are moved around.
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Bump mapping is much faster and consumes fewer resources for the same level of detail compared to displacement mapping because the geometry remains unchanged.
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for the lighting calculations, the method could be implemented with a very simple and fast loop, allowing for a full-screen effect. This method was a common
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One typical way was to use a fixed geometry, which allows one to use the heightmap surface normal almost directly. Combined with a precomputed
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38:. Bump maps achieve this effect by changing how an illuminated surface reacts to light, without modifying the size or shape of the surface.
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Combine the surface normal from step two with the true ("geometric") surface normal so that the combined normal points in a new direction.
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456:, Max, N.L., Becker, B.G., Computer Graphics and Applications, IEEE, Jul 1994, Volume 14, Issue 4, pages 18 – 20, ISSN 0272-1716
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85:. This models a sphere with a bumpy surface with the result that both its outline and its shadow are rendered realistically.
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There are also extensions which modify other surface features in addition to increasing the sense of depth.
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often use variations of the technique in order to simulate bump mapping at a lower computational cost.
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Calculate the interaction of the new "bumpy" surface with lights in the scene using, for example, the
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for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the
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surface look more realistic by simulating small displacements of the surface. However, unlike
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including displacement mapping where bumps are applied to the surface or using an
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Simple creating vectors per pixel of a grayscale for a bump map to work and more
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There are two primary methods to perform bump mapping. The first uses a
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Before a lighting calculation is performed for each visible point (or
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Calculate the surface normal of the heightmap, typically using the
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Foundations of Game Engine
Development, Volume 2: Rendering
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Texturing technique for bumps/wrinkles in computer graphics
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362:, Computer Graphics, Vol. 12 (3), pp. 286-292
68:is the most common variation of bump mapping used.
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155:that corresponds to the position on the surface.
81:modify the surface of a sphere by generating an
207:bump mapping effect with light source orbiting
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381:"Simulation of Wrinkled Surfaces Revisited"
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201:surface bitmap, intentionally blurry,
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261:{\displaystyle 1=x^{2}+y^{2}/x^{2}}
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360:"Simulation of Wrinkled Surfaces"
179:The other method is to specify a
454:Bump shading for volume textures
188:Realtime bump mapping techniques
393:from the original on 2019-05-26
89:Bump mapping is a technique in
336:"Bump and Environment Mapping"
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438:Real-Time Bump Map Synthesis
411:Lengyel, Eric (July 2019).
386:. p. 7 (Section 2.2).
147:) on the object's surface:
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506:Texture mapping techniques
379:Mikkelsen, Morten (2008).
151:Look up the height in the
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119:are two such extensions.
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170:Phong reflection model
103:Phong reflection model
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520:Displacement mapping
465:Bump Mapping example
275:Realtime 3D graphics
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99:displacement mapping
591:Environment mapping
366:-ACM (August 1978)
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560:Occlusion mapping
424:978-0-9858117-5-4
160:finite difference
91:computer graphics
51:computer graphics
16:(Redirected from
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565:Specular mapping
530:Parallax mapping
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612:Demo effects
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395:. Retrieved
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285:lookup table
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43:Bump mapping
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574:Environment
540:UVW mapping
469:Java applet
343:ics.uci.edu
278:programmers
268:trajectory.
198:From left:
60:James Blinn
606:Categories
535:UV mapping
397:2011-08-05
322:References
181:normal map
137:height map
125:isosurface
93:to make a
83:isosurface
72:Principles
153:heightmap
62:in 1978.
388:Archived
364:SIGGRAPH
295:See also
95:rendered
18:Bump map
311:Greeble
184:today.
162:method.
131:Methods
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36:orange
513:Local
391:(PDF)
384:(PDF)
339:(PDF)
145:pixel
45:is a
419:ISBN
115:and
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.