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Bump mapping
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===Methods=== There are two primary methods to perform bump mapping. The first uses a [[heightmap|height map]] for simulating the surface displacement yielding the modified normal. This is the method invented by Blinn<ref name="Blinn"/> and is usually what is referred to as bump mapping unless specified. The steps of this method are summarized as follows. Before a lighting calculation is performed for each visible point (or [[pixel]]) on the object's surface: # Look up the height in the [[heightmap]] that corresponds to the position on the surface. # Calculate the surface normal of the heightmap, typically using the [[finite difference]] method. # Combine the surface normal from step two with the true ("geometric") surface normal so that the combined normal points in a new direction. # Calculate the interaction of the new "bumpy" surface with lights in the scene using, for example, the [[Phong reflection model]]. The result is a surface that appears to have real depth. The algorithm also ensures that the surface appearance changes as lights in the scene are moved around. The other method is to specify a [[Normal mapping|normal map]] which contains the modified normal for each point on the surface directly. Since the normal is specified directly instead of derived from a height map this method usually leads to more predictable results. This makes it easier for artists to work with, making it the most common method of bump mapping today.<ref name="Mikkelsen"/>
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