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Normal mapping : ウィキペディア英語版 | Normal mapping
In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal. == History == The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996,〔Krishnamurthy and Levoy, ''(Fitting Smooth Surfaces to Dense Polygon Meshes )'', SIGGRAPH 1996〕 where this approach was used for creating displacement maps over nurbs. In 1998, two papers were presented with key ideas for transferring details with normal maps from high to low polygon meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998,〔Cohen et al., (Appearance-Preserving Simplification ), SIGGRAPH 1998 (PDF)〕 and "A general method for preserving attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98.〔Cignoni et al., (A general method for preserving attribute values on simplified meshes ), IEEE Visualization 1998 (PDF)〕 The former introduced the idea of storing surface normals directly in a texture, rather than displacements, though it required the low-detail model to be generated by a particular constrained simplification algorithm. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of any attributes of the high-detail model (color, texture coordinates, displacements, etc.) in a way that is not dependent on how the low-detail model was created. The combination of storing normals in a texture, with the more general creation process is still used by most currently available tools.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Normal mapping」の詳細全文を読む
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