Normal mapping

Known as: Normal maps, Polybump, Dot3 bumpmapping 
In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation… (More)
Wikipedia

Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
2017
2017
We introduce a novel approach to jointly estimate consistent depth and normal maps from 4D light fields, with two main… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • figure 5
Is this relevant?
2015
2015
Facial Expression Recognition (FER) is one of the most active topics in the domain of computer vision and pattern recognition… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • table I
Is this relevant?
2014
2014
In this work we solve the uncalibrated photometric stereo problem with lights placed near the scene. Although the devised model… (More)
  • figure 1
Is this relevant?
2010
2010
Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games… (More)
Is this relevant?
Highly Cited
2007
Highly Cited
2007
We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • figure 5
Is this relevant?
Highly Cited
2007
Highly Cited
2007
Filtering is critical for representing image-based detail, such as textures or normal maps, across a variety of scales. While… (More)
Is this relevant?
2007
2007
In Valve's Source graphics engine, bump mapping is combined with precomputed radiosity lighting to provide realistic surface… (More)
  • figure 1
  • figure 2
  • figure 3
Is this relevant?
Highly Cited
2005
Highly Cited
2005
In this article, we introduce the concepts of P and P0 properties for a nonlinear transformation defined on a Euclidean Jordan… (More)
Is this relevant?
Highly Cited
2001
Highly Cited
2001
Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a… (More)
  • figure 1
  • figure 2
  • figure 3
  • table 1
  • figure 4
Is this relevant?
Highly Cited
1997
Highly Cited
1997
We present a bump mapping method that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly… (More)
  • figure 1
  • figure 2
  • figure 3
  • figure 4
  • figure 6
Is this relevant?