bump mapping

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  • This method was a common visual effect when bump mapping was first introduced.
  • This makes it easier for artists to work with, making it the most common method of bump mapping today.
  • Bump mapping has become popular in recent video games as graphics hardware has become powerful enough to accommodate it in real-time.
  • Textures can be an actual image, a light map, or even bump mapping.
  • There are two primary methods to perform bump mapping.
  • Bump mapping, lighting effects and detailed units are also present.
  • Outcast features effects such as character shadows, depth of field, bump mapping and reflections.
  • Computer graphics techniques such as normal and bump mapping have been designed to make a low poly object appear to contain more polygons than it does.
  • Normal mapping is the most common variation of bump mapping used.
  • Bump mapping is another form of texture mapping which does not provide pixels with color, but rather with depth.
  • The new demo was in real-time, demonstrating the gameplay, graphics and effects like bump mapping.
  • The primary limitation with bump mapping is that it perturbs only the surface normals without changing the underlying surface itself.
  • Because of this, some techniques, like the bump mapping and image caching were incompatible with graphics processing units.
  • This is the method invented by Blinn and is usually what is referred to as bump mapping unless specified.
  • Bump mapping is a technique in computer graphics to make a rendered surface look more realistic by simulating small displacements of the surface.
  • Blinn devised new methods to represent how objects and light interact in a three-dimensional virtual world, like environment mapping and bump mapping.
  • Per-pixel lighting is commonly used with techniques like normal mapping, bump mapping, specularity, and shadow volumes.
  • Bump mapping is much faster and consumes less resources for the same level of detail compared to displacement mapping because the geometry remains unchanged.
  • Real-time water rendering using pixel lighting, bump mapping and masking for smooth shoreline transitions.
  • Outcast and other 1990's video games employed this graphics technique for effects such as reflection and bump-mapping and usually for terrain rendering.
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