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A texture map[ 5 ][ 6 ] is an image applied (mapped) to the surface of a shape or polygon. [ 7 ] This may be a bitmap image or a procedural texture. They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.
The ambient occlusion map (middle image) for this scene darkens only the innermost angles of corners. In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded ...
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. [1]
Bump mapping[1] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the ...
In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping 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. [1] A common use of this technique is to greatly enhance the appearance and details of a low polygon model by ...
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus ...