Abstract
The display of third dimension graphics is the most crucial tache in scene simulation, and bump mapping plays an important role in the synthesization of third dimension graphics. Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. In this paper, the current mathematic theory of bump mapping in computer graphics (CG) was introduced. One of the three representations of bump mapping, normal maps, generated from height fields, was applied in a scene simulation system. The bump mapping was realized by the light-reflection calculations program, and achieved excellent result both in rendering time and rendering quality. It leaded to the great improvement of real-time performance, based on the third dimension of the diversified and scene.
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