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Bump Mapping

Bump mapping was originally introduced by Blinn [3]. It has recently found its way into hardware-accelerated rendering. The first technique that worked on consumer graphics hardware is called texture embossing, it is a multipass method that is quite limited. Dot product bump mapping [10] is a better method, it directly stores the normals of the surface in texture maps, but needs advanced hardware features, namely the ability to compute per-pixel dot-products. Graphics hardware researchers have also proposed a variety of approaches for implementing bump mapping through dedicated hardware schemes. Evans& Sutherland[5] and SGI [15] have both proposed bump mapping approaches for high-end graphics hardware. The SGI technique introduced lighting in tangent space, which is also used in this paper.



Gerald Schröcker 2002-03-21