In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents. It is used to add details without using more polygons. A normal map is usually an RGB image that corresponds to the X, Y, and Z coordinates of a surface normal from a more detailed version of the object. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model.
Contents |
History
The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, where this approach was used for creating displacement maps over nurbs. In 1998, two papers were presented with the idea of transferring details with normal maps from high to low polygon meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998, and "A general method for preserving attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98. The former presented a particular constrained simplification algorithm that during the simplification process tracks how the lost details should be mapped over the simplified mesh. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of the lost details in a way that is not dependent on how the low model was created. This latter approach (with some minor variations) is still used by most currently available tools.
How it works
To calculate the Lambertian (diffuse) lighting of a surface, the unit vector from the shading point to the light source is dotted with the unit vector normal to that surface, and the result is the intensity of the light on that surface. Imagine a polygonal model of a sphere - you can only approximate the shape of the surface. By using a 3-channel bitmap textured across the model, more detailed normal vector information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (X, Y and Z). These spatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques.
Normal mapping in video games
Interactive normal map rendering was originally only possible on PixelFlow, a parallel rendering machine built at the University of North Carolina at Chapel Hill. It was later possible to perform normal mapping on high-end SGI workstations using multi-pass rendering and framebuffer operations or on low end PC hardware with some tricks using paletted textures. However, with the advent of shaders in personal computers and game consoles, normal mapping became widely used in proprietary commercial video games starting in late 2003, and followed by open source games in later years. Normal mapping's popularity for real-time rendering is due to its good quality to processing requirements ratio versus other methods of producing similar effects. Much of this efficiency is made possible by distance-indexed detail scaling, a technique which selectively decreases the detail of the normal map of a given texture (cf. mipmapping), meaning that more distant surfaces require less complex lighting simulation.
Basic normal mapping can be implemented in any hardware that supports palletized textures. The first game console to have specialized normal mapping hardware was the Sega Dreamcast. However, Microsoft's Xbox was the first console to widely use the effect in retail games. Out of the sixth generation consoles, only the PlayStation 2's GPU lacks built-in normal mapping support. Games for the Xbox 360 and the PlayStation 3 rely heavily on normal mapping and are beginning to implement parallax mapping.
See also
External links
- Introduction to Normal Mapping
- Blender Normal Mapping
- Normal Mapping with paletted textures using old OpenGL extensions.
- Normal Map Photography Creating normal maps manually by layering digital photographs
- Normal Mapping Explained
- xNormal A closed source, free normal mapper for Windows.
Bibliography
- Fitting Smooth Surfaces to Dense Polygon Meshes, Krishnamurthy and Levoy, SIGGRAPH 1996
- (PDF) Appearance-Preserving Simplification, Cohen et al., SIGGRAPH 1998
- (PDF) A general method for recovering attribute values on simplifed meshes, Cignoni et al., IEEE Visualization 1998
- (PDF) Realistic, Hardware-accelerated Shading and Lighting, Heidrich and Seidel, SIGGRAPH 1999
This entry is from Wikipedia, the leading user-contributed encyclopedia. It may not have been reviewed by professional editors (see full disclaimer)




