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With bump mapping, there are actually two surface normals that should
be considered for lighting. The unperturbed normal
is based on the
surface's large-scale geometry, while the perturbed normal
is based on the small-scale structure. Either normal can create self-shadowing
situations. Figure 8 shows a situation where the perturbed
normal
is subject to illumination. However, the point on
the surface should not receive illumination from the light because the
unperturbed normal
indicates that the point is in shadow due to the
large-scale geometry [10].
In order to account for self-shadowing due to the perturbed
surface normal and the unperturbed normal the lighting
equation 1 should be rewritten as in
Equation 7.
 |
(7) |
where
Without this extra level of clamping, bump-mapped surfaces can show false
illumination artifacts in otherwise dark regions. In practice, the step
function of
shown above can lead to temporal aliasing artifacts, as
pixel along the self-shadowing boundary may pop on and off abruptly. Therefore
it is better to replace the step function by a steep ramp [10].
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Previous: Bump Mapping
Gerald Schröcker
2002-03-21