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bump mapping vs normal mapping: Physically Based Rendering Matt Pharr, Greg Humphreys, 2010-06-28 This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. |
bump mapping vs normal mapping: The Cg Tutorial Randima Fernando, Mark J. Kilgard, 2003 Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language. |
bump mapping vs normal mapping: Practical Shader Development Kyle Halladay, 2019-04-10 It’s time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll LearnUnderstand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen. |
bump mapping vs normal mapping: 3ds Max 9 Bible Kelly L. Murdock, 2007-01-30 This text provides a comprehensive guide to 3ds Max. It is packed with expert advice and includes step-by-step tutorials. |
bump mapping vs normal mapping: GPU Gems 2 Matt Pharr, Randima Fernando, 2005 More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs. |
bump mapping vs normal mapping: Bump Mapping Fouad Sabry, 2024-05-05 What is Bump Mapping Creating the appearance of bumps and wrinkles on the surface of an object is the goal of the texture mapping technique known as bump mapping, which is used in computer graphics. This can be accomplished by perturbing the surface normals of the object and then using the disturbed normal in the calculations that are performed for the illumination. The end result is a surface that appears to be bumpy rather than smooth, despite the fact that the surface of the object that is now being worked on remains unchanged. In 1978, James Blinn laid the groundwork for the concept of bump mapping. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Bump mapping Chapter 2: Texture mapping Chapter 3: Normal mapping Chapter 4: Per-pixel lighting Chapter 5: Heightmap Chapter 6: Self-shadowing Chapter 7: Displacement mapping Chapter 8: Collision detection Chapter 9: Gouraud shading Chapter 10: Phong shading (II) Answering the public top questions about bump mapping. (III) Real world examples for the usage of bump mapping in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Bump Mapping. |
bump mapping vs normal mapping: Blender For Dummies Jason van Gumster, 2011-04-04 The exciting new book on the exciting new Blender 2.5! If you want to design 3D animation, here's your chance to jump in with both feet, free software, and a friendly guide at your side! Blender For Dummies, 2nd Edition is the perfect introduction to the popular, open-source, Blender 3D animation software, specifically the revolutionary new Blender 2.5. Find out what all the buzz is about with this easy-access guide. Even if you?re just beginning, you'll learn all the Blender 2.5 ropes, get the latest tips, and soon start creating 3D animation that dazzles. Walks you through what you need to know to start creating eye-catching 3D animations with Blender 2.5, the latest update to the top open-source 3D animation program Shows you how to get the very most out of Blender 2.5's new multi-window unblocking interface, new event system, and other exciting new features Covers how to create 3D objects with meshes, curves, surfaces, and 3D text; add color, texture, shades, reflections and transparency; set your objects in motion with animations and rigging; render your objects and animations; and create scenes with lighting and cameras If you want to start creating your own 3D animations with Blender, Blender For Dummies, 2nd Edition is where you need to start! |
bump mapping vs normal mapping: Computer Graphics from Scratch Gabriel Gambetta, 2021-05-13 Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest. |
bump mapping vs normal mapping: Inkscape 0.48 Illustrator's Cookbook Michaela Jurković, Rigel Di Scala, 2011-04-26 Annotation Inkscape is an open source vector graphics editor with an intuitive user interface that has enough depth to make quality graphic designs with an attractive layout comparable to what you would make using Illustrator or CorelDraw. But choosing the right tool and the best approach to creating the desired effect can be challenging. Inkscape 0.48 Illustrator's Cookbook makes it super-easy for you to make your own vector-based graphics with the powerful Inkscape editor. Inkscape 0.48 Illustrator's Cookbook provides you with the latest recipes to quickly create scalable vector graphics. Recipes in this book teach you about some of the most useful time-saving features in Inkscape accompanied by a list of keyboard shortcuts that you can easily memorize. In addition to covering use of Inkscape tools and their advanced features, examples from the recipes uncover solutions to common graphics problems. The book starts off with familiarizing you with the tools and techniques in Inkscape that you can use to draw 2D shapes, calligraphic shapes, and 3D boxes easily. It then guides you through the most common color-changing steps performed in Inkscape along with some convenient procedures that can save your time when dealing with colors. It explains drawing using linear and radial gradients, which are irreplaceable, usage of clones to create interesting effects in illustrations, and live-path effects that can help you speed up constructing a shape and make the process more natural. You will learn how to make those tweaks on some of the ready-made filters, and in the final recipe we will create a filter from scratch. This practical book also contains recipes showing how to use Inkscape as a raster editor and how to achieve photo-realistic effects in Inkscape. For each important technique and skill, you'll see some simple recipes, then some more advanced recipes followed by an explanation of how Inkscape works to produce the desired effects in your illustrations. By the end of this book you will be confident enough to create your own vector-based graphics with Inkscape. Get solutions to common graphic problems to achieve photo-realistic effects with Inkscape. |
bump mapping vs normal mapping: Ray Tracing Gems Eric Haines, Tomas Akenine-Möller, 2019-02-25 This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs |
bump mapping vs normal mapping: Beginning PBR Texturing Abhishek Kumar, 2020-05-20 Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground upCreate production-ready textured models from scratchIntegrate PBR textures with standard 3D modeling and rendering applicationsCreate portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology |
bump mapping vs normal mapping: Guide to Graphics Software Tools Jim X. Chen, 2008-12-17 The 2nd edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work. |
bump mapping vs normal mapping: Advanced Maya Texturing and Lighting Lee Lanier, 2015-04-03 Level up your skills with powerful texturing and lighting techniques Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset. This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great. Learn the theory behind expert lighting design Understand shadows, shading components, and texture mapping Work with node networks, raytracing, and global illumination Try new approaches to rendering using Maya Software and mental ray If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need. |
bump mapping vs normal mapping: Blender Master Class Ben Simonds, 2013 Presents a guide to the 3D design tool which uses three representative models to demonstrate such techniques as object manipulation, texture mapping, lighting, rendering, sculpting, and compositing. |
bump mapping vs normal mapping: 3D Animation for the Raw Beginner Using Autodesk Maya 2e Roger King, 2019-02-07 3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk’s renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya’s vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya’s complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger Buzz King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya’s complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers |
bump mapping vs normal mapping: Fundamentals of Computer Graphics Steve Marschner, Peter Shirley, 2018-10-24 Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts |
bump mapping vs normal mapping: Autodesk 3ds Max 2021 Rendering Book Serdar Hakan DÜZGÖREN, Preface Hello everyone, in this book, we talked about the rendering systems and rendering features of Autodesk 3ds Max 2021 in detail. Thanks to this book, how to render with Autodesk 3ds Max 2021, what are the existing render engines and you will have detailed information about the network rendering process, now let's briefly look at the topics; · Rendering · Cameras · To Render a Still Image or an Animation · Rendered Frame Window · Render Output File Dialog · To View an Image File · Rendering Commands · Renderers · To Render Separate Elements · Baking to Texture · Rendering to Texture (Legacy) · To Create a Snapshot of a Viewport · To Render a Preview Animation · Compare Media Files (RAM Player) · To Create a Panorama · Network Rendering · To Use the Batch Render Tool · Command-Line Rendering Our book consists of 18 main titles in total and many more topics are covered in detail. Serdar Hakan DÜZGÖREN Autodesk Expert Elite | Autodesk Offical Member | Autodesk Int. Moderator | Autodesk Consultant |
bump mapping vs normal mapping: Mastering Autodesk Maya 2016 Todd Palamar, 2015-07-22 Go from 'beginner' to 'expert' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016's latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. Learn professional techniques used in real-world visual effects Master Dynamics, Maya Muscle, Stereo Cameras, mental ray, and more Expand your skills with advanced techniques for cloth, fur, and fluids Understand everything you need to know for the Maya certification exam |
bump mapping vs normal mapping: High Quality Shading and Lighting for Hardware Accelerated Rendering Wolfgang Heidrich, 1999 |
bump mapping vs normal mapping: iPhone 3D Programming Philip Rideout, 2010-05-03 What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL. You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app. Learn fundamental graphics concepts, including transformation matrices, quaternions, and more Get set up for iPhone development with the Xcode environment Become familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shaders Use the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applications Build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and more |
bump mapping vs normal mapping: ESSENTIAL ZBRUSH Wayne Robson, 2008-09-25 Essential ZBrush offers a detailed overview of the popular digital sculpting tool as well as a guide to mastering digital sculpting. From the basics of ZBrush to the creation of a number of models that demonstrate hard surface sculpting, realisitic organic sculpting, and environmental sculpting, this book provides readers with the tools to produce high-quality digital sculpts. With this text, the reader will explore the various ZBrush palettes, brushes, and settings, and learn how to customize the interface; discover how to create a base mesh using ZSpheres; find out how to use normal and displacement maps in both 3ds Max and Maya; understand the importance of properly posing your models; explore a variety of production-tested pipelines and workflows; learn how to create and apply materials to your models. Includes companion DVD with more than 3 hours of video tutorials showing how to model and texture the image shown on the front cover! It also contains full-color versions of the images in the book. |
bump mapping vs normal mapping: Advanced Game Development with Programmable Graphics Hardware Alan Watt, Fabio Policarpo, 2005-08-01 Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequen |
bump mapping vs normal mapping: Essential Mathematics for Games and Interactive Applications James M. Van Verth, Lars M. Bishop, 2015-09-15 Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discus |
bump mapping vs normal mapping: Mastering Autodesk Maya 2015 Todd Palamar, 2014-07-15 Expand your skills with complete Maya mastery Mastering Autodesk Maya is the ultimate guide to the popular 3D animation software. Author Todd Palamar draws on his extensive professional animation experience to help readers take their Maya skills to the next level. Written for those who already know the basics of this enormous program, the book covers advanced topics and professional techniques for modeling, animation, texturing, and visual effects. Fully updated to reflect Maya's latest features, the book takes a hands-on approach to instruction, providing readers with a diverse set of tutorials designed by real-world professionals to showcase 3D animation and visual techniques used in industry settings. Complete and comprehensive, the book makes an excellent desk reference for the working animator, and is an ideal resource for those seeking Maya certification. The unique combination of challenging material and practical instruction make this one-of-a-kind guide the ultimate Maya handbook. Topics include: Animation using inverse kinematics, keyframes, and deformers Hard surface and organic modeling Proper rigging techniques, and working with Maya Muscle Xgen, Paint Effects, and rendering with mental ray Texture mapping, compositing, nParticles, and more Virtual filmmaking and scene management The most complex skills are useless if they can't be applied, so the book emphasizes the practical, day-to-day uses of each skill, and discusses which solutions best fit which scenario. For the computer animation professional seeking a more in-depth mastery of this popular animation program, Mastering Autodesk Maya is an excellent investment in the future of your career. |
bump mapping vs normal mapping: Architectural Design with SketchUp Alexander C. Schreyer, 2023-06-27 ARCHITECTURAL DESIGN WITH SKETCHUP The most complete reference for anyone using SketchUp, fully updated to cover the latest features, with a new chapter on drawing preparation using LayOut This newly updated and revised Third Edition of Architectural Design with SketchUp covers all the topics that students and professionals use daily, such as 3D modeling, extensions, photorealistic rendering, and drawing preparation. It features more than fifty easy-to-follow tutorials that first brush up on the basics of the program and then cover many advanced workflows (including digital fabrication and scripting), offering informative text and full-color illustrations side-by-side to clearly convey the techniques and features any reader needs to excel. The leading guide to SketchUp for architects, interior designers, construction professionals, makers, and many others, Architectural Design with SketchUp is the key resource for students using SketchUp in a course or studio, and professionals looking for a thorough desk reference that covers the latest SketchUp features. Topics covered in Architectural Design with SketchUp include: 3D modeling and design approaches with SketchUp, such as conceptual massing, geo-based modeling, component-based assemblies, point-cloud- and script-based modeling. Creating stunning photorealistic renderings and presentation-ready illustrations from your SketchUp models and using LayOut for 2D graphics and construction-documents. Using extensions to enhance SketchUp's core toolset and provide advanced functionality. Making physical objects from your designs with common digital fabrication tools, such as 3D printing, CNC fabrication, or laser cutting. Differences between SketchUp Pro, web, and iPad versions, and integrating SketchUp into workflows with other BIM software and various Trimble products and services, such as Trimble Connect. This Third Edition of Architectural Design with SketchUp includes hundreds of full-color images that show SketchUp features, many example projects, and cookbook-style approaches to common tasks, which is supplemented with additional tutorials and sample files on a companion web site. |
bump mapping vs normal mapping: 3D Math Primer for Graphics and Game Development, 2nd Edition Fletcher Dunn, Ian Parberry, 2011-11-02 This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves. |
bump mapping vs normal mapping: Introduction to Computer Graphics Karsten Lehn, Merijam Gotzes, Frank Klawonn, 2023-06-05 A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality. This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with usage of example programs and exercises. Topics and features: Contains pedagogical tools, including easy-to-understand example programs and end-of-chapter exercises Presents a practical guide to basic computer graphics programming using the Open Graphics Library (OpenGL) and the widely used Java programming language Includes new and expanded content on the OpenGL graphics pipelines, shader programming, drawing basic objects using the OpenGL, three-dimensional modelling, quaternions, rasterisation, antialiasing and more Supplies complete Java project examples as supplementary material This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics. It will enable readers to immediately implement these concepts using the OpenGL and Java (with only elementary knowledge of the programming language). Prof. Dr.-Ing. Karsten Lehn works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts. Prof. Dr. Merijam Gotzes is teaching at Hamm-Lippstadt University of Applied Sciences. Prof. Dr. Frank Klawonn is head of the Data Analysis and Pattern Recognition Laboratory at the Ostfalia University of Applied Sciences and heads the Biostatistics Research Group at the Helmholtz Centre for Infection Research. |
bump mapping vs normal mapping: Kelly L. Murdock's Autodesk 3ds Max 2015 Complete Reference Guide Kelly L. Murdock, 2014-10 Kelly L. Murdock's Autodesk 3ds Max 2015 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels. The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk’s 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users, will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills. |
bump mapping vs normal mapping: Holistic Mobile Game Development with Unity Penny de Byl, 2014-07-11 Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl’s holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store. Over 70 practical step-by-step exercises recreating the game mechanics of contemporary mobile games, including Angry Birds, Temple Run, Year Walk, Minecraft, Curiosity Cube, Fruit Ninja, and more. Design principles, art, and programming in unison – the one-stop shop for indie developers requiring interdisciplinary skills in their small teams. An introduction to essential two- and three-dimensional mathematics, geometry and physics concepts. A portfolio of royalty free reusable game mechanics and assets. Accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and teaching resources. Challenge questions and lesson plans are available online for an enhanced learning experience. |
bump mapping vs normal mapping: Encyclopedia of Computer Science and Technology Phillip A. Laplante, 2017-10-02 With breadth and depth of coverage, the Encyclopedia of Computer Science and Technology, Second Edition has a multi-disciplinary scope, drawing together comprehensive coverage of the inter-related aspects of computer science and technology. The topics covered in this encyclopedia include: General and reference Hardware Computer systems organization Networks Software and its engineering Theory of computation Mathematics of computing Information systems Security and privacy Human-centered computing Computing methodologies Applied computing Professional issues Leading figures in the history of computer science The encyclopedia is structured according to the ACM Computing Classification System (CCS), first published in 1988 but subsequently revised in 2012. This classification system is the most comprehensive and is considered the de facto ontological framework for the computing field. The encyclopedia brings together the information and historical context that students, practicing professionals, researchers, and academicians need to have a strong and solid foundation in all aspects of computer science and technology. |
bump mapping vs normal mapping: Vray 5.0 (NEXT) User Guide Serdar Hakan DÜZGÖREN, Universal V-Ray Settings This page provides a tutorial on universal settings for V-Ray that work for most still images. Overview The universal settings comprise a set of settings that work very well for still images in many situations and are the default for V-Ray Next. Please note that these settings are not optimal, in the sense that with enough tweaking, you can probably get similar quality with faster render times. The beauty of these settings, though, is that they require almost no tweaking, and you are guaranteed to get a good result in the end. The advantages of these settings are: o very little parameters for controlling render quality vs. speed o works for a very large number of scenes o produces high-quality results With the Progressive Image Sampler, the default Render time (min) is set to 1.0, which might be insufficient for some scenes. You can reset this to 0.0 min and rendering will continue until the Noise threshold is reached. Setting the V-Ray Renderer 1. Set V-Ray as the current rendering engine (with the default V-Ray settings). 2. The default settings are optimized to work universally, so it is recommended to keep them: Progressive image sampler with 100 Max. subdivs and 1 Min. subdivs; GI enabled, using Brute Force as Primary GI engine and Light Cache as Secondary GI engine. 3. You can further refine the noise levels from the Progressive Image sampler rollout by adjusting the Noise Threshold and placing a 0 value for the Render time (min). 4. You can control the amount of AA vs shading samples (for materials/lights/GI) using the Min shading rate parameter in the Image Sampler rollout but the default value is optimised to work well for the majority of scenes. |
bump mapping vs normal mapping: Kelly L. Murdock's Autodesk 3ds Max 2017 Complete Reference Guide Kelly Murdock, 2016-08-25 Kelly L. Murdock's Autodesk 3ds Max 2017 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels. The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk’s 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users, will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills. |
bump mapping vs normal mapping: Kelly L. Murdock's Autodesk 3ds Max 2016 Complete Reference Guide Kelly Murdock, 2015 Kelly L. Murdock's Autodesk 3ds Max 2016 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels. The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk’s 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users, will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills. |
bump mapping vs normal mapping: Computer Graphics Programming in OpenGL with C++ V Scott Gordon, John L Clevenger, 2024-02-28 This updated edition includes step-by-step instruction on modern OpenGL 4.0+ GLSL shader programming with C++, along with the theoretical foundations of 3D computer graphics. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, noise maps, water, and stereoscopy. This new edition includes expanded coverage of camera control, refraction, and a new chapter on ray tracing with bounding volume hierarchies for complex models. The companion files include all the source code, shaders, model files, skyboxes, etc., needed to run every example in the book. FEATURES: Covers modern OpenGL 4.0+ GLSL shader programming with C++, and instructions for both PC/Windows and Macintosh Provides complete source code for each example, fully explained along with tips for performance optimization Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Designed in a 4-color, teach-yourself format with numerous examples that the reader can run just as presented Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3Dmaterials such as wood and marble Expanded coverage of ray tracing, to include complex models and bounding volume hierarchies Includes companion files with source code, shaders, OBJ models, textures, skydomes, normal maps, high resolution figures, and more |
bump mapping vs normal mapping: 3ds Max 2009 Bible Kelly L. Murdock, 2008-11-10 The only comprehensive reference-tutorial on 3ds Max available, this book is everyone's favorite. Whether you're a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to build your skills and spark your creativity. A 16-page color insert highlights cutting-edge work from 3D artists. A valuable companion DVD provides all the examples and content from the book, including unique models and textures you can customize on your own, and a searchable, full-color version of the book. 3ds Max 2009 Bible covers both 3ds Max 2009 and 3ds Max 2009 Design and covers: Navigating the viewports with the ViewCube, SteeringWheels, and other ways. Creating realistic materials with new ProMaterials. Using Spline Mapping to improve texture mapping over irregular shaped objects. Blending multiple texture maps together with the new Composite Map. Creating architectural walkthroughs with the Walkthrough Assistant. Don't miss out on the newest version of this bestselling resource! |
bump mapping vs normal mapping: Texture Mapping Fouad Sabry, 2024-05-14 What is Texture Mapping Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Texture mapping Chapter 2: Normal mapping Chapter 3: Bilinear interpolation Chapter 4: Texture filtering Chapter 5: Lightmap Chapter 6: Reflection mapping Chapter 7: Cube mapping Chapter 8: UV mapping Chapter 9: Texture mapping unit Chapter 10: Technical drawing (II) Answering the public top questions about texture mapping. (III) Real world examples for the usage of texture mapping in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Texture Mapping. |
bump mapping vs normal mapping: Graphics and Visualization T. Theoharis, Georgios Papaioannou, Nikolaos Platis, Nicholas M. Patrikalakis, 2008-05-30 This book is a comprehensive introduction to visual computing, dealing with the modeling and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics, including important techniques such as subdivision and multi-resolution modeling, scene graphs, shadow generation, ambient occlusion, and scalar and vector data visualization. Students and practitioners will benefit from the comprehensive coverage of the principles that are the basic tools of their trade, from fundamental computer graphics and classic visualization techniques to advanced topics. |
bump mapping vs normal mapping: Introduction to Visual Computing Aditi Majumder, M. Gopi, 2018-01-31 Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processing covers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline. The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway. The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us. The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections. The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals. |
bump mapping vs normal mapping: Maps of Meaning Jordan B. Peterson, 2002-09-11 Why have people from different cultures and eras formulated myths and stories with similar structures? What does this similarity tell us about the mind, morality, and structure of the world itself? From the author of 12 Rules for Life: An Antidote to Chaos comes a provocative hypothesis that explores the connection between what modern neuropsychology tells us about the brain and what rituals, myths, and religious stories have long narrated. A cutting-edge work that brings together neuropsychology, cognitive science, and Freudian and Jungian approaches to mythology and narrative, Maps ofMeaning presents a rich theory that makes the wisdom and meaning of myth accessible to the critical modern mind. |
bump mapping vs normal mapping: Practical GPU Graphics with wgpu and Rust Jack Xu, 2022-01-19 wgpu is the next-generation graphics API and future standard in Rust for both native devices and the web, aiming to provide modern 3D graphics and computation capabilities using GPU acceleration. This book provides all the tools you need to create advanced 3D graphics and GPU computing in Rust using this new wgpu API. First, this book will take you through the development environment for building wgpu applications in Rust, and then introduce Rust and wgpu basics, shader programs, GPU buffers, and rendering pipelines. Next, you will learn how to create primitives and simple objects in wgpu. As you progress through the chapters, you will get to grips with advanced wgpu topics, including 3D transformations, lighting calculations, colormaps, and textures. At the same time, you will learn how to create advanced 3D wgpu objects, including various 3D wireframes, 3D shapes, and simple and parametric 3D surfaces with colormaps and textures, as well as beautiful 2D and 3D fractal images described by complex functions. In addition, you will explore new wgpu features such as the compute shader and storage buffers, and use them to simulate large particle systems. By the end of this book, you will have the solid skills you need to build your own GPU-accelerated graphics and computing applications on both native devices and the web in Rust with the wgpu API. This book includes: - Development environment and tools for building wgpu apps in Rust. - Rust and wgpu basics, WGSL shaders, and rendering pipeline. - Primitives and simple shapes in wgpu. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping. - Color model, colormaps, and color interpolation. - 3D shapes, wireframes, surfaces, and 3D charts. - 2D and 3D fractal images created in the fragment shader. - Compute shaders, storage buffers, and large particle system simulation. |
Bump Mapping Displacement Mapping Environment Mapping Light Mapping ...
The light source direction L and pixel normal N are represented in the global coord x, y, z the bump map normal n coordinates, which is … See more
Computer Graphics (CS 543) Lecture 10: Bump Mapping, …
Bump mapping: Blinn’s method Idea: Distort the surface normal at point to be rendered Option a: Modify normal n along u, v axes to give n’ In texture map, store how much to perturb n (b u …
EECS 487: Interactive Computer Graphics - University of …
Bump Map vs. Normal Map Computing n’ requires the height samples from 4 neighbors • each sample by itself doesn’t perturb the normal • an all-white height map renders exactly the same …
Bump/Parallax/Horizon Mapping Tangent Space - UCSC
Bump mapping (also called normal mapping) is the process of sampling a 2D texture to modify the normal vectors of surfaces for lighting calculations on a per-fragment basis. Bump mapping is, …
Bump and Environment Mapping - Donald Bren School of …
Bump Mapping • Simulate the effects of details in geometry without adding geometry
CSE 528: Computer Graphics Bump and Environment Mapping
We use the texture map to actually move the surface point. This is called displacement mapping. How is this fundamentally different than bump mapping? The geometry must be displaced …
Recomputing normals for displacement and bump mapping, …
Normal mapping, a modern sibling to bump mapping, is performed sim-ilarly, only with the normal specified explicitly as a 3-component texture ˆN(s, t) which completely replaces the …
Normal Mapping Vs Bump Mapping (Download Only)
Normal Mapping Vs Bump Mapping: Bump Mapping Fouad Sabry,2024-05-05 What is Bump Mapping Creating the appearance of bumps and wrinkles on the surface of an object is the …
Texture-Mapping Tricks Texture Mapping Modes
Bump Mapping Textures can be used to alter the surface normal of an object. This does not change the actual shape of the surface -- we are only shading it as if it were a different shape! …
13. Texture Mapping - University of Washington
Bump mapping In bump mapping, a texture is used to perturb the normal: Use the original, simpler geometry, Q(u), for hidden surfaces Use the normal from the displacement map for …
Computer Graphics (CS 543) Lecture 10: Normal Maps ... - WPI
Normals stored include face orientation + plus distortion. New file formats have been created for HDR images (wider ranges). (E.g. OpenEXR file format) Can blur moving average of frames. …
Texture Mapping - Kent
Three Types of Mapping Texture Mapping Uses images to fill inside of polygons Environmental (reflection mapping) Uses a picture of the environment for texture maps Allows simulation of …
CS334/ECE30834: Assignment #3 - Map it! Normal Mapping
Normal Mapping + Shadow Mapping. The objective of this assignment is to help you understand texture mapping, bump mapping / normal mapping, and shadow mapping.
Normal Mapping Vs Bump Mapping - interactive.cornish.edu
surface of an object is the goal of the texture mapping technique known as bump mapping, which is used in computer graphics. This can be accomplished by perturbing the surface normals of …
Bump Mapping Vs Normal Mapping (PDF) - old.icapgen.org
Bump Mapping Vs Normal Mapping: Bump Mapping Fouad Sabry,2024-05-05 What is Bump Mapping Creating the appearance of bumps and wrinkles on the surface of an object is the …
Real-Time Graphics Architecture - Stanford University
Readings: Bump mapping Required 1. M. Peercy, J. Airey, B. Cabral, Efficient Bump mapping hardware, 2000 2. M. Kilgard, A practical and robust bump mapping for today’s GPUS, 2001 …
Computer Graphics (CS 543) Lecture 10b: Soft Shadows (Maps …
Bump mapping: Blinn’s method Idea: Distort the surface normal at point to be rendered Option a (left): Modify normal n along u, v axes to give n’
Bump Mapping Vs Normal Mapping (book) - old.icapgen.org
Bump Mapping Vs Normal Mapping: Physically Based Rendering Matt Pharr,Greg Humphreys,2010-06-28 This updated edition describes both the mathematical theory behind a …
Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps …
Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI)
Texture Mapping - University of Utah
Texture Mapping Techniques •2D texture mapping: paint 2D pattern onto the surface •Environmental (reflection) mapping •Bump mapping: perturb surface normals to fool shading …
Bump Mapping Displacement Mapping Environment …
Bump Mapping (cont.) • The tangent space can be aligned with any orientation as long as they are perpendicular to the normal N, and they do not rotate around N from point to point. • The …
Computer Graphics (CS 543) Lecture 10: Bump Mapping, …
Bump mapping: Blinn’s method Idea: Distort the surface normal at point to be rendered Option a: Modify normal n along u, v axes to give n’ In texture map, store how much to perturb n (b u …
EECS 487: Interactive Computer Graphics - University of …
Bump Map vs. Normal Map Computing n’ requires the height samples from 4 neighbors • each sample by itself doesn’t perturb the normal • an all-white height map renders exactly the same …
Bump/Parallax/Horizon Mapping Tangent Space - UCSC
Bump mapping (also called normal mapping) is the process of sampling a 2D texture to modify the normal vectors of surfaces for lighting calculations on a per-fragment basis. Bump mapping is, …
Bump and Environment Mapping - Donald Bren School of …
Bump Mapping • Simulate the effects of details in geometry without adding geometry
CSE 528: Computer Graphics Bump and Environment …
We use the texture map to actually move the surface point. This is called displacement mapping. How is this fundamentally different than bump mapping? The geometry must be displaced …
Recomputing normals for displacement and bump mapping, …
Normal mapping, a modern sibling to bump mapping, is performed sim-ilarly, only with the normal specified explicitly as a 3-component texture ˆN(s, t) which completely replaces the …
Normal Mapping Vs Bump Mapping (Download Only)
Normal Mapping Vs Bump Mapping: Bump Mapping Fouad Sabry,2024-05-05 What is Bump Mapping Creating the appearance of bumps and wrinkles on the surface of an object is the …
Texture-Mapping Tricks Texture Mapping Modes
Bump Mapping Textures can be used to alter the surface normal of an object. This does not change the actual shape of the surface -- we are only shading it as if it were a different shape! …
13. Texture Mapping - University of Washington
Bump mapping In bump mapping, a texture is used to perturb the normal: Use the original, simpler geometry, Q(u), for hidden surfaces Use the normal from the displacement map for …
Computer Graphics (CS 543) Lecture 10: Normal Maps ... - WPI
Normals stored include face orientation + plus distortion. New file formats have been created for HDR images (wider ranges). (E.g. OpenEXR file format) Can blur moving average of frames. …
Texture Mapping - Kent
Three Types of Mapping Texture Mapping Uses images to fill inside of polygons Environmental (reflection mapping) Uses a picture of the environment for texture maps Allows simulation of …
CS334/ECE30834: Assignment #3 - Map it! Normal Mapping …
Normal Mapping + Shadow Mapping. The objective of this assignment is to help you understand texture mapping, bump mapping / normal mapping, and shadow mapping.
Normal Mapping Vs Bump Mapping - interactive.cornish.edu
surface of an object is the goal of the texture mapping technique known as bump mapping, which is used in computer graphics. This can be accomplished by perturbing the surface normals of …
Bump Mapping Vs Normal Mapping (PDF) - old.icapgen.org
Bump Mapping Vs Normal Mapping: Bump Mapping Fouad Sabry,2024-05-05 What is Bump Mapping Creating the appearance of bumps and wrinkles on the surface of an object is the …
Real-Time Graphics Architecture - Stanford University
Readings: Bump mapping Required 1. M. Peercy, J. Airey, B. Cabral, Efficient Bump mapping hardware, 2000 2. M. Kilgard, A practical and robust bump mapping for today’s GPUS, 2001 …
Computer Graphics (CS 543) Lecture 10b: Soft Shadows …
Bump mapping: Blinn’s method Idea: Distort the surface normal at point to be rendered Option a (left): Modify normal n along u, v axes to give n’
Bump Mapping Vs Normal Mapping (book) - old.icapgen.org
Bump Mapping Vs Normal Mapping: Physically Based Rendering Matt Pharr,Greg Humphreys,2010-06-28 This updated edition describes both the mathematical theory behind a …
Computer Graphics (CS 543) Lecture 10: Soft Shadows …
Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI)
Texture Mapping - University of Utah
Texture Mapping Techniques •2D texture mapping: paint 2D pattern onto the surface •Environmental (reflection) mapping •Bump mapping: perturb surface normals to fool shading …