KEMBAR78
Normal Mapping / Computer Graphics - IK | PPTX
COMPUTER GRAPHICS
NORMAL MAPPING
ILGIN KAVAKLIOĞULLARI
273213005
TU-SOFIA
Computer Sciences And Engineering
Normal Mapping
In 3D computer graphics, normal
mapping, or "Dot3 bump mapping", is a
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.
Normal Mapping
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.
Normal Mapping
History of Normal Mapping
The idea of taking geometric details from a
high polygon model was introduced in "Fitting Smooth
Surfaces to Dense Polygon Meshes" by Krishnamurthy
and Levoy, Proc. SIGGRAPH 1996, where this approach
was used for creating displacement maps over nurbs.
In 1998, two papers were presented with key
ideas for transferring details with normal maps from
high to low polygon meshes: "Appearance Preserving
Simplification", by Cohen et al. SIGGRAPH 1998, and
"A general method for preserving attribute values on
simplified meshes" by Cignoni et al. IEEE Visualization
'98.
History of Normal Mapping
The former introduced the idea of storing surface
normals directly in a texture, rather than displacements,
though it required the low-detail model to be generated by
a particular constrained simplification algorithm. The
latter presented a simpler approach that decouples the
high and low polygonal mesh and allows the recreation of
any attributes of the high-detail model (color, texture
coordinates, displacements, etc.) in a way that is not
dependent on how the low-detail model was created. The
combination of storing normals in a texture, with the more
general creation process is still used by most currently
available tools.
How It Works?
To calculate the Lambertian (diffuse) lighting of a
surface, the unit vector from the shading point to the light
source is dotted with the unit vector normal to that
surface, and the result is the intensity of the light on that
surface.
Imagine a polygonal model of a sphere - you can
only approximate the shape of the surface.
By using a 3-channel bitmap textured across the
model, more detailed normal vector information can be
encoded. Each channel in the bitmap corresponds to a
spatial dimension (X, Y and Z).
How It Works?
These spatial dimensions are relative to a
constant coordinate system for object-space
normal maps, or to a smoothly varying coordinate
system (based on the derivatives of position with
respect to texture coordinates) in the case of
tangent-space normal maps. This adds much more
detail to the surface of a model, especially in
conjunction with advanced lighting techniques.
How It Works?
Since a normal will be used in the dot product
calculation for the diffuse lighting computation, we
can see that the {0, 0, –1} would be remapped to the
{128, 128, 0} values, giving that kind of sky blue color
seen in normal maps (blue (z) coordinate is
perspective (deepness) coordinate and RG-xy flat
coordinates on screen). {0.3, 0.4, –0.866} would be
remapped to the ({0.3, 0.4, –0.866}/2+{0.5, 0.5,
0.5})*255={0.15+0.5, 0.2+0.5, -0.433+0.5}*255={0.65,
0.7, 0.067}*255={166, 179, 17} values
How It Works?
The sign of the z-coordinate (blue channel)
must be flipped to match the normal map's normal
vector with that of the eye (the viewpoint or camera)
or the light vector. Since negative z values mean that
the vertex is in front of the camera (rather than
behind the camera) this convention guarantees that
the surface shines with maximum strength precisely
when the light vector and normal vector are
coincident.
How It Works?
Example of a normal map (center) with the scene it was
calculated from (left) and the result when applied to a flat
surface (right).
Calculating Tangent Space
Calculating Tangent Space
In order to find the perturbation in the
normal the tangent space must be correctly
calculated. Most often the normal is
perturbed in a fragment shader after applying
the model and view matrices. Typically the
geometry provides a normal and tangent.
Calculating Tangent Space
The tangent is part of the tangent plane
and can be transformed simply with the linear
part of the matrix (the upper 3x3). However,
the normal needs to be transformed by the
inverse transpose. Most applications will want
cotangent to match the transformed geometry
(and associated UVs).
Calculating Tangent Space
So instead of enforcing the cotangent to be
perpendicular to the tangent, it is generally
preferable to transform the cotangent just like the
tangent. Let t be tangent, b be cotangent, n be
normal, M3x3 be the linear part of model matrix, and
V3x3 be the linear part of the view matrix.
Normal Mapping in Video Games
Normal Mapping in Video Games
Interactive normal map rendering was originally
only possible on PixelFlow, a parallel rendering
machine built at the University of North Carolina at
Chapel Hill. It was later possible to perform normal
mapping on high-end SGI workstations using multi-
pass rendering and framebuffer operations or on low
end PC hardware with some tricks using paletted
textures.
However, with the advent of shaders in
personal computers and game consoles, normal
mapping became widely used in commercial video
games starting in late 2003.
Normal Mapping in Video Games
Normal mapping's popularity for real-
time rendering is due to its good quality to
processing requirements ratio versus other
methods of producing similar effects. Much of
this efficiency is made possible by distance-
indexed detail scaling, a technique which
selectively decreases the detail of the normal
map of a given texture (cf. mipmapping),
meaning that more distant surfaces require
less complex lighting simulation.
Normal Mapping in Video Games
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. Out of the
sixth generation consoles, only the PlayStation 2's
GPU lacks built-in normal mapping support. Games for
the Xbox 360 and the PlayStation 3 rely heavily on
normal mapping and are beginning to implement
parallax mapping.
The Nintendo 3DS has been shown to support
normal mapping, as demonstrated by Resident Evil
Revelations and Metal Gear Solid: Snake Eater.
Normal Mapping in Video Games
Examples
Examples
Normal Mapping / Computer Graphics - IK

Normal Mapping / Computer Graphics - IK

  • 1.
    COMPUTER GRAPHICS NORMAL MAPPING ILGINKAVAKLIOĞULLARI 273213005 TU-SOFIA Computer Sciences And Engineering
  • 2.
    Normal Mapping In 3Dcomputer graphics, normal mapping, or "Dot3 bump mapping", is a 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.
  • 3.
    Normal Mapping A commonuse 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.
  • 4.
  • 5.
    History of NormalMapping The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, where this approach was used for creating displacement maps over nurbs. In 1998, two papers were presented with key ideas for transferring details with normal maps from high to low polygon meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998, and "A general method for preserving attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98.
  • 6.
    History of NormalMapping The former introduced the idea of storing surface normals directly in a texture, rather than displacements, though it required the low-detail model to be generated by a particular constrained simplification algorithm. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of any attributes of the high-detail model (color, texture coordinates, displacements, etc.) in a way that is not dependent on how the low-detail model was created. The combination of storing normals in a texture, with the more general creation process is still used by most currently available tools.
  • 7.
    How It Works? Tocalculate the Lambertian (diffuse) lighting of a surface, the unit vector from the shading point to the light source is dotted with the unit vector normal to that surface, and the result is the intensity of the light on that surface. Imagine a polygonal model of a sphere - you can only approximate the shape of the surface. By using a 3-channel bitmap textured across the model, more detailed normal vector information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (X, Y and Z).
  • 8.
    How It Works? Thesespatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques.
  • 9.
    How It Works? Sincea normal will be used in the dot product calculation for the diffuse lighting computation, we can see that the {0, 0, –1} would be remapped to the {128, 128, 0} values, giving that kind of sky blue color seen in normal maps (blue (z) coordinate is perspective (deepness) coordinate and RG-xy flat coordinates on screen). {0.3, 0.4, –0.866} would be remapped to the ({0.3, 0.4, –0.866}/2+{0.5, 0.5, 0.5})*255={0.15+0.5, 0.2+0.5, -0.433+0.5}*255={0.65, 0.7, 0.067}*255={166, 179, 17} values
  • 10.
    How It Works? Thesign of the z-coordinate (blue channel) must be flipped to match the normal map's normal vector with that of the eye (the viewpoint or camera) or the light vector. Since negative z values mean that the vertex is in front of the camera (rather than behind the camera) this convention guarantees that the surface shines with maximum strength precisely when the light vector and normal vector are coincident.
  • 11.
    How It Works? Exampleof a normal map (center) with the scene it was calculated from (left) and the result when applied to a flat surface (right).
  • 12.
  • 13.
    Calculating Tangent Space Inorder to find the perturbation in the normal the tangent space must be correctly calculated. Most often the normal is perturbed in a fragment shader after applying the model and view matrices. Typically the geometry provides a normal and tangent.
  • 14.
    Calculating Tangent Space Thetangent is part of the tangent plane and can be transformed simply with the linear part of the matrix (the upper 3x3). However, the normal needs to be transformed by the inverse transpose. Most applications will want cotangent to match the transformed geometry (and associated UVs).
  • 15.
    Calculating Tangent Space Soinstead of enforcing the cotangent to be perpendicular to the tangent, it is generally preferable to transform the cotangent just like the tangent. Let t be tangent, b be cotangent, n be normal, M3x3 be the linear part of model matrix, and V3x3 be the linear part of the view matrix.
  • 17.
    Normal Mapping inVideo Games
  • 18.
    Normal Mapping inVideo Games Interactive normal map rendering was originally only possible on PixelFlow, a parallel rendering machine built at the University of North Carolina at Chapel Hill. It was later possible to perform normal mapping on high-end SGI workstations using multi- pass rendering and framebuffer operations or on low end PC hardware with some tricks using paletted textures. However, with the advent of shaders in personal computers and game consoles, normal mapping became widely used in commercial video games starting in late 2003.
  • 19.
    Normal Mapping inVideo Games Normal mapping's popularity for real- time rendering is due to its good quality to processing requirements ratio versus other methods of producing similar effects. Much of this efficiency is made possible by distance- indexed detail scaling, a technique which selectively decreases the detail of the normal map of a given texture (cf. mipmapping), meaning that more distant surfaces require less complex lighting simulation.
  • 20.
    Normal Mapping inVideo Games 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. Out of the sixth generation consoles, only the PlayStation 2's GPU lacks built-in normal mapping support. Games for the Xbox 360 and the PlayStation 3 rely heavily on normal mapping and are beginning to implement parallax mapping. The Nintendo 3DS has been shown to support normal mapping, as demonstrated by Resident Evil Revelations and Metal Gear Solid: Snake Eater.
  • 21.
    Normal Mapping inVideo Games
  • 22.
  • 23.