Efficient Bump Mapping Hardware
Mark Peercy, John Airey, Brian Cabral
Proceedings of SIGGRAPH 97, August 1997, pp. 303--306.
Abstract: We present a bump mapping method that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly per-pixel steps of reconstructing a tangent space and perturbing the erpolated normal vector by a) interpolating vectors that have been transformed into tangent space at polygon vertices and b) storing a precomputed, perturbed normal map as a texture. This represents a considerable savings in hardware or rendering speed compared to a straightforward implementation of bump mapping.
Keyword(s): hardware, shading, bump mapping, texture mapping
@inproceedings{Peercy:1997:EBM,
author = {Mark Peercy and John Airey and Brian Cabral},
title = {Efficient Bump Mapping Hardware},
booktitle = {Proceedings of SIGGRAPH 97},
pages = {303--306},
month = aug,
year = {1997},
}
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