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Basic normal mapping can be implemented in any hardware that supports palettized textures. The first game console to have specialized normal mapping hardware was the Sega Dreamcast . However, Microsoft's Xbox was the first console to widely use the effect in retail games.
The target application, normal mapping, is an extension of bump mapping that simulates lighting on geometric surfaces by reading surface normals from a rectilinear grid analogous to a texture map - giving simple models the impression of increased complexity. This additional channel however increases the load on the graphics system's memory ...
Image processing functions: Volumetric fog, heat haze, motion blur, bloom, subpixel anti-aliasing, per-vertex lighting, 8 hardware lights, alpha blending, hardware transform and lighting (T&L), virtual texture design, multi-texturing, emboss bump mapping, Dot3 bump mapping (normal mapping), lightmapping, shadow mapping, shadow volumes, planar ...
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").
The sixth-generation hardware of the PlayStation 2 video game console consists of various components. At the heart of the console's configuration is its central processing unit (CPU), a custom RISC processor known as the Emotion Engine which operates at 294.912 MHz (299 MHz in later consoles).
Before the adoption of pixel shader-enhanced bump mapping methods such as normal and parallax mapping that simulate higher mesh detail, curved 3D shapes in games were created with large numbers of triangles. The more triangles are used, the more detailed and thus less polygonal the surface appears.
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Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color.