Bump Mapping.pdf

mpglecture16f12_envbump_4up.pdf
Preview of Bump Mapping
🔗 Source: lanterman.ece.gatech.edu
📊 Size: 7.52 MB
👤 Author: Aaron Lanterman
⬇️ Downloads: 583

Summary

Real-time graphics has advanced significantly, with examples including Virtua Fighter (1995) with 50K triangles/sec and 1M pixel ops/sec, Dead or Alive 3 (2001) with 100M triangles/sec and 1G pixel ops/sec, and Dawn (2003) with 200M triangles/sec and 2G pixel ops/sec.
Cube maps are used for reflection and refraction, with formulas including θI = θR and η1sin(θI) = η2 sin(θT).
Shaders are used for reflective and refractive mapping, with examples including vertex and pixel shaders.
Different indices of refraction are used for various materials, such as water (1.333), air (1.0003), and diamond (2.417).
Chromatic dispersion and the Fresnel effect are also considered, with the Fresnel effect using the formula reflectCoeff = max(0,min(1,bias + scale(1+ I • N)power)).
Bump mapping is used to create detailed surfaces, with techniques including storing normals in textures and creating normal maps from height fields.
Vertex and pixel shaders are used for bump mapping, with examples including the C8E1vbumpWall and C8E2fbumpSurf shaders.

Description

Real-time graphics has advanced significantly, with examples including Virtua Fighter (1995) with 50K triangles/sec and 1M pixel ops/sec, Dead or Alive 3...

Technical Information

  • File Format: PDF
  • File Size: 7.52 MB
  • Pages: 5
  • Language: EN
  • Author: Aaron Lanterman
  • Total Downloads: 583
  • Last Updated: 3 days ago

Document Overview

This PDF document about Bump Mapping provides comprehensive information and guidance. Whether you're a beginner or advanced user, this resource offers valuable insights into Bump Mapping.

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