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Is That It?
Are we limited to just a picture for a map? No, theres much more to this!
Is That It?
A map can be thought of as just some arbitrary set of samples! However, in graphics, we use 2D maps to represent some mathematical quantities of surface characteristics (e.g. textures of surfaces, surface normals, surface displacement, surface of the skydome, or even the surfaces of a cube)
Recall
Alternatives?
Q: Whatre we really concerned about in terms of local surface details?
Alternatives?
Some tessellation
Alternatives?
Focus in on a spot
Alternatives?
Alternatives?
If one thinks of light as a ball, then:
Were mainly concerned with how light bounces off of surface details In other words, how the individual, flat elements of the surface appear to the viewer
Alternatives?
Specular Reflection
Surface Facing
Mathematically, the surface facing is described by the normal its just a direction in space that is perpendicular to the facing of the surface Its really just the direction that the surface is facing
Per-Vertex Lighting
How do we work with normals? We use normals on a per-vertex level to light triangles We then interpolate the vertex lighting results to generate smooth lighting for the fragments This is natural because the geometry approximates a smooth surface
Example
Example
Example
Example
Example
Similarities?
Many may have noticed that normal maps resemble some other techniques used in modeling surface details Yes, normal maps are intimately related to bump maps, displacement maps, parallax maps, etc Theyre all just ways to describe surface geometry!
Disclaimer
In practice, to avoid seams and weird transitions, normal maps usually assume that the underlying geometry is continuous in its normals
As in, there is no sudden transition in the normals Discontinuities signify hard edges, where the geometry is meant to be not smooth
Disclaimer
Two ways to model a cube:
1) Faces with normals that are constant in the direction that they face 2) Faces with normals that are continuous across all adjacent surfaces
Disclaimer
Normal maps are perturbations to the underlying geometrys interpolated normals
As in, the normal map results are used to offset the interpolated per-vertex normals MLee: Its important to note that nondegenerate geometry shouldnt have degenerate UVs, or we cant generate a correct UV basis
More Goodness
All this time, the examples only focused on direct lighting from local light sources What does a fragment really see?
More Goodness
Photons dont just come from a single light source
More Goodness
They come from every direction on the hemisphere of the fragment were rendering But the problem is, its way too expensive (if at all possible) to model all the interreflections entering through that hemishpere centered on that fragment
Environment Lighting
To come up with a better looking environment lighting model, in addition to local lighting, we will break down the problem of capturing light coming from the environment into two parts:
Light from objects that are close by Light from objects that are far away (*No real-time inter-reflections, sorry)
So What?
We can exploit this lack of difference/movement between vantage points We will just assume that distant objects are all so far away that they never move relative to each other, even when the viewer moves about
So instead of being lit by just the ambient term of a point light source, now were lit by some environment light source thats dependent on the reflection direction
Summary
We want to model as much of a believable environment as possible Use normal maps for surface detail approximation Use environment maps for environment lighting approximation
Credits
The countless people whose work of art (e.g. pictures) I used
Questions?