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Using normal map for software bump mapping

Started by Tom Apr 25, 2004 at 2:55 PM 0 replies 850+ views
Original Post
Tom
Tom
I keep a copy of the 2D Bump Mapping article in my documents folder, and while there may be no practical need to do software bump mapping with today''s video hardware, I still like to dabble in software algorithms now and then, just for the fun of it. Anyway, I''ve taken an interest in using normal maps in place of bump maps because the bump data is already normalized, and in theory this should cut out about half the work of the bump mapping algorithm, making it even faster. Does anyone know of an algorithm, or have some tips for creating one, that utilizes normal maps in the place of bump maps? And while I''m on the subject of bump maps, does anyone know of a readable article that explains how to achieve self-shadowed bump mapping? I understand you can''t reasonably use normal maps to do this, but I just want to understand the technique. Thanks.
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MickeyMouse
MickeyMouse
Hi!

For the info on selfshadowing bump maps search for a PDF document named "Bump Map Shadows for OpenGL Rendering" by Jan Kautz, Wolfgang Heidrich and Katja Daubert.

There are at least 2 demos with full source code available I've seen featuring selfshadowing bump maps:
Humus's demos and
Tom Nuyden's Delphi page.

Both of these demos come along with Parallax mapping - a new method for bump maps rendering (view dependent method) invented in 2001, but those seem to be first examples that take advantage of modern hardware to achieve this effect (for example Unreal Engine 3 will use it).

Hope it helps.

[edited by - MickeyMouse on April 25, 2004 5:12:35 PM]
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