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A heightmap created with Terragen The same heightmap converted to a 3D mesh and rendered with Anim8or. In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics.
Even though this is a rough, opaque surface, more than just diffuse light is reflected from the brighter side of the material, creating small highlights, because "everything is shiny" in the physically-based rendering model of the real world. Tessellation is used to generate an object mesh from a heightmap and normal map, creating greater detail.
Equirectangular projection of the world; the standard parallel is the equator (plate carrée projection). Equirectangular projection with Tissot's indicatrix of deformation and with the standard parallels lying on the equator True-colour satellite image of Earth in equirectangular projection Height map of planet Earth at 2km per pixel, including oceanic bathymetry information, normalized as 8 ...
The bases of mountain islands are below sea level, and given this consideration Mauna Kea (4,207 m (13,802 ft) above sea level) is the world's tallest mountain and volcano, rising about 10,203 m (33,474 ft) from the Pacific Ocean floor.
There are two primary methods to perform bump mapping. The first uses a height map for simulating the surface displacement yielding the modified normal. This is the method invented by Blinn [2] and is usually what is referred to as bump mapping unless specified. The steps of this method are summarized as follows.
Mercator projection of the world between 85°S and 85°N. Note the size comparison of Greenland and Africa. The Mercator projection with Tissot's indicatrix of deformation. Mercator 1569 world map (Nova et Aucta Orbis Terrae Descriptio ad Usum Navigantium Emendate Accommodata) showing latitudes 66°S to 80°N.
A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal.
This is particularly important in real time applications such as computer games, where a fast succession of completed renders must be available in time to be displayed at a regular and fixed rate. Shadow mapping - part of one process used to create shadows cast by illumination in 3D computer graphics.