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Normal mapping
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{{short description|Texture mapping technique}} {{More citations needed|date=June 2024}} [[File:เปรียบเทียบโมเดลที่ใช้ normal map.png|thumb|350px|Normal mapping used to re-detail simplified meshes. Normal map (a) is baked from 78,642 triangle model (b) onto 768 triangle model (c). This results in a render of the 768 triangle model, (d).]] In [[3D computer graphics]], '''normal mapping''', or '''Dot3 bump mapping''', is a [[texture mapping]] technique used for faking the lighting of bumps and dents – an implementation of [[bump mapping]]. It is used to add details without using more [[polygonal modeling|polygon]]s.<ref>{{Cite web |title=LearnOpenGL - Normal Mapping |url=https://learnopengl.com/Advanced-Lighting/Normal-Mapping |access-date=2024-05-21 |website=learnopengl.com}}</ref> A common use of this technique is to greatly enhance the appearance and details of a [[low poly|low polygon model]] by generating a normal map from a high polygon model or [[Heightmap|height map]]. Normal maps are commonly stored as regular [[RGB]] images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the [[surface normal]].
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