Fractals/bumpmaping

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Names[edit | edit source]

  • bump mapping
  • normal mapping
  • slope[1]

Description[edit | edit source]

  • "bump mapping. It allows fake-3D visualization of subtle details previously hidden by the slow gradients in the palette." Botond Kósa[2]
  • Normal map: "Fine scale relief on flat surfaces can be visible with proper lighting. " Arnaud Cheritat[3]
  • unity3d : ParameterNormalMap
  • "Slopes rendering is originally a screen-space post-processing effect, using differences between neighbouring pixels' smooth iteration counts. More recently it can use directional distance estimate (normalized by pixel spacing) instead, which I think gerrit proved is equivalent in the limit of infinitely fine pixel grid." Claude Heiland-Allen

Images[edit | edit source]

Programs[edit | edit source]

code[edit | edit source]

see also[edit | edit source]

  • shading
    • physically-based-shading [4]
    • the fragment shader [5]


References[edit | edit source]

  1. /fractalforums.org : algorithm-for-rendering-slope-in-a-fractal
  2. fractalforums " bump-mapping-and-improved-histogram-coloring-v1-3-10-is-available/
  3. A Cheritat wiki : Mandelbrot_set#Normal_map_effect
  4. physically-based-shading
  5. shading-and-lighting