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Bump mapping
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{{Short description|Texturing technique for bumps/wrinkles in computer graphics}} [[File:Bump-map-demo-full.png|thumb|right|300px|A sphere without bump mapping (left). A bump map to be applied to the sphere (middle). The sphere with the bump map applied (right) appears to have a mottled surface resembling an [[orange (fruit)|orange]]. Bump maps achieve this effect by changing how an illuminated surface reacts to light, without modifying the size or shape of the surface.]] '''Bump mapping'''<ref>{{Cite web|url=http://www.ics.uci.edu/~majumder/VC/classes/BEmap.pdf|title=Bump and Environment Mapping|website=ics.uci.edu}}</ref> is a [[texture mapping]] technique in [[computer graphics]] for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the [[surface normal]]s of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the surface of the underlying object is not changed. Bump mapping was introduced by [[James Blinn]] in 1978.<ref name="Blinn">Blinn, James F. [http://portal.acm.org/citation.cfm?id=507101 "Simulation of Wrinkled Surfaces"], Computer Graphics, Vol. 12 (3), pp. 286-292 [[SIGGRAPH]]-ACM (August 1978)</ref> [[Normal mapping]] is the most common variation of bump mapping used.<ref name="Mikkelsen">{{cite web |last1=Mikkelsen |first1=Morten |title=Simulation of Wrinkled Surfaces Revisited |url=http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf |url-status=live |archive-url=https://web.archive.org/web/20190526055847/http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf |archive-date=2019-05-26 |page=7 (Section 2.2) |date=2008 |access-date=2011-08-05 }}</ref>
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