, and further extended to handle triplanar mapping in his subsequent blog post. The surface gradient framework is a set of tools to transform and combine normal (or bump) maps originally introduced by Morten Mikkelsen in his 2010 paper titled “Bump Mapping Unparametrized Surfaces on the GPU” This is where the so-called “surface gradient framework” comes into play. ![]() While it’s fast and easy to use, certain operations, such as blending, are not as simple as they seem. Most modern real-time renderers support a variation of this technique called normal mapping. Introduced in 1978 by Jim Blinn, it is a simple way to add mesoscopic detail without increasing the geometric complexity of the scene. One of the oldest tricks in the book is bump mapping. High performance and high fidelity are often at odds, requiring clever tricks and approximations to reach the desired quality bar. ![]() Realistic rendering at high frame rates remains at the core of real-time computer graphics.
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