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Bump mapping
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==Realtime bump mapping techniques== [[File:FakeBump2D-animation.gif|thumb|right|400px|Example of a realtime fake bump mapping.<br> From left: <ol> <li> surface bitmap, intentionally blurry,</li> <li> source of light bitmap,</li> <li> bump mapping effect with light source orbiting <math>1=x^2+y^2/x^2</math> trajectory.</li> </ol> ]] [[Realtime 3D graphics]] [[programmers]] often use variations of the technique in order to simulate bump mapping at a lower computational cost. One typical way was to use a fixed geometry, which allows one to use the heightmap surface normal almost directly. Combined with a precomputed [[lookup table]] for the lighting calculations, the method could be implemented with a very simple and fast loop, allowing for a full-screen effect. This method was a common [[demo effect|visual effect]] when bump mapping was first introduced.
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