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Channel: Game Rendering » Normal Mapping
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Using Vertex Texture Displacement for Realistic Water Rendering

A method to create realistic water by combining normal mapping and vertex displacement. The water looks best when viewed from a distance. Link to the chapter in GPU Gems that describes this method:...

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Normal map in 2 channels

It’s possible to save the normal map in only two channels because of the fact that you know that the normal will be of unit length and pointing out from the surface. The technique is called hemisphere...

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Tangent Space

Tangent space is (when speaking of rendering) the space built up by the vertex normal and the vertex texture coordinates often called  (u,v). This space is useful when dealing with textures with...

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Normal Mapped Billboards

This technique doesn’t actually invent something new. It’s just a combination of normal mapping and billboards to realistically lit particle systems. It has been used successfully in many games to fake...

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