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Bump Mapping: How It Works (Page 6/8)


Posted: June 11, 2000
Written by: Tuan "Solace" Nguyen

Advantages of EMBM (cont.)

Here are some screenshots of images rendered by Matrox's G400 Max card contrasting EMBM off and on.

EMBM Off:


EMBM On:


Click on the following images for a full scale version:



Per-Pixel Shading

With the release of NVIDIA's GeForce 2, another method of bump mapping is now available for our PCs. They call it per-pixel shading, and it can create visual nirvana.

What is per-pixel shading? It's a method of applying special rendering effects... per pixel. It allows material and real world effects to be applied individually to a pixel for more accuracy and intensity. Per-pixel shading will redefine the visual look and feel of imagery for PC graphics. Per-pixel shading has long been used in film production to create a more realistic and lifelike appearance for computer generated imagery. If you've seen Toy Story, you'll definitely remember Buzz Lightyear. Remember the translucent reflection on Buzz's helmet? How the environment and light streaks reflected off the glass but also let the image underneath show through? That was done with per-pixel shading. Until now, it wasn't practical to use per-pixel shading on a PC because of the intense power and processing requirements needed. Sure, you could have done that in 3D Studio but could you have done it in real-time? Could the effect be applied to an entire frame at high resolution in 1/60th of a second? Not until now.

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