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In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on current low-end graphics hardware, and how features from future graphics hardware can be exploited for more complex models.We show how our method can be applied to some well known reflectance models, namely the Banks model, Ward's model, and an anisotropic version of the Blinn-Phong model, but it is not limited to these models.Furthermore, we take a close look at the necessary capabilities of the graphics hardware, identifiy problems with current hardware, and discuss possible enhancements.