Bump Mapping

We detect bumps in a surface by the relative darkness or lightness of thevsurface feature. In local illumination models, this is primarily determned by the direct diffuse reflection term which is proportional to N*L. N is the surface normal and L is the light vector. By modifying N, we can create spots of darkness or brightness.

James Blinn invented the method of perturbing the surface normal, N, by a "wrinkle" function. This changes the light interaction but not the actual size of the objects so that bump mapped objects appear smooth at the silhouette.

A Pixar Shutterbug image with texture and bump mapping. Notice that the surfaces appear to have bumps or gouges but that the silhouette of the object is still smooth.


Surface Mapping
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Last changed February 25, 1997, G. Scott Owen, owen@siggraph.org