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  2. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...

  3. Bump mapping - Wikipedia

    en.wikipedia.org/wiki/Bump_mapping

    The modified surface normal is then used for lighting calculations (using, for example, the Phong reflection model) giving the appearance of detail instead of a smooth surface. Bump mapping is much faster and consumes fewer resources for the same level of detail compared to displacement mapping because the geometry remains unchanged.

  4. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Baking is also known as render mapping. This technique is most commonly used for light maps, but may also be used to generate normal maps and displacement maps. Some computer games (e.g. Messiah) have used this technique. The original Quake software engine used on-the-fly baking to combine light maps and colour maps ("surface caching").

  5. Normal map - Wikipedia

    en.wikipedia.org/wiki/Normal_map

    Normal map may refer to: Normal mapping in 3D computer graphics; Normal invariants in mathematical surgery theory; Normal matrix in linear algebra;

  6. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...

  7. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...

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  9. Normal coordinates - Wikipedia

    en.wikipedia.org/wiki/Normal_coordinates

    Normal coordinates exist on a normal neighborhood of a point p in M. A normal neighborhood U is an open subset of M such that there is a proper neighborhood V of the origin in the tangent space T p M, and exp p acts as a diffeomorphism between U and V. On a normal neighborhood U of p in M, the chart is given by: