Abstract
Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in realtime. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled colorful surfaces. Using a simplified bump mapping method we first succeeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model. Applying several improvements to our former Phong shading hardware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architecture, including reflectance cubes to support a local viewer, a Taylorseries based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.
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