Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Shading in valve's source engine
ACM SIGGRAPH 2006 Courses
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time soft shadow for displacement mapped surfaces
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Efficient irradiance normal mapping
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Partial, multi-scale precomputed radiance transfer
Proceedings of the 24th Spring Conference on Computer Graphics
Texture compression of light maps using smooth profile functions
Proceedings of the Conference on High Performance Graphics
Technical section: Memory efficient light baking
Computers and Graphics
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In Valve's Source graphics engine, bump mapping is combined with precomputed radiosity lighting to provide realistic surface illumination. When bump map data is derived from geometric descriptions of surface detail (such as height maps), only the lighting effects caused by the surface orientation are preserved. The significant lighting cues due to lighting occlusion by surface details are lost. While it is common to use another texture channel to hold an "ambient occlusion" field, this only provides a darkening effect which is independent of the direction from which the surface is being lit and requires an auxiliary channel of data. In this chapter, we present a modification to the Radiosity Normal Mapping system that we have described in this course in the past. This modification provides a directional occlusion function to the bump maps, which requires no additional texture memory and is faster than our previous non-shadowing solution.