Open any modern video game and the characters look richly detailed — rough skin pores, dented metal, carved stone — yet your GPU is drawing flat triangles. The secret is normal mapping: a technique that stores, for every pixel on a surface, the direction it is pretending to face, and hands that direction to the lighting equation instead of the true flat-polygon normal.
The result is striking. A wall that is literally two triangles can absorb and reflect light as though it were covered in thousands of tiny bumps. Artists sculpt an extremely detailed model, bake the surface normals of that detail into a texture, and then apply the texture to the low-polygon version that ships in the game.
To understand why this works, you need to understand what a surface normal is and how light uses it.
Comments
Loading comments...