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A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...
Normal map may refer to: Normal mapping in 3D computer graphics; Normal invariants in mathematical surgery theory; Normal matrix in linear algebra;
The target application, normal mapping, is an extension of bump mapping that simulates lighting on geometric surfaces by reading surface normals from a rectilinear grid analogous to a texture map - giving simple models the impression of increased complexity. This additional channel however increases the load on the graphics system's memory ...
In normal aspect, these map the central meridian and parallels as straight lines. Other meridians are curves (or possibly straight from pole to equator), regularly spaced along parallels. Conic In normal aspect, conic (or conical) projections map meridians as straight lines, and parallels as arcs of circles. Pseudoconical
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 James Blinn in 1978. [2] Normal mapping is the most common variation of bump mapping used. [3]
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.
Baking is also known as render mapping. This technique is most commonly used for light maps, but may also be used to generate normal maps and displacement maps. Some computer games (e.g. Messiah) have used this technique. The original Quake software engine used on-the-fly baking to combine light maps and colour maps ("surface caching").
A sphere without bump mapping (left). The bump map to be applied to the sphere (middle). The sphere with the bump map applied (right). In normal mapping, the unit vector from the shading point to the light source is dotted with the unit vector normal to that surface, and the dot product is the intensity of the light on that surface. Imagine a ...