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


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

Per-Pixel Shading (cont.)

NVIDIA's GeForce2 GTS supports per-pixel diffuse, specular, spot, and point lighting. The ability is accessed through Dot Product 3 commands in DirectX and is accessed through NVIDIA's register combining extensions in OpenGL. Per-pixel lighting can be used to create dramatic per-pixel bump-mapping effects without extra geometry, such as in the center candle below.



Conclusion

These are demanding times, and as gamers, we are more demanding than even the games we play. We demand the utmost in visual quality as well as game play quality. With PC graphics technology increasing every six months, the only way we're all headed is in the right direction.

Currently, the most promising forms of bump mapping are Environment Mapped and Per-Pixel Shading. Are both out there to kill T&L? No, both are here to supplement and increase visual detail along with T&L's geometry capabilities. For physical detail, mesh detail, and object geometry detail, T&L will be there ready to render. For surface detail such as skin, pours, roughness and geometry lighting effects, bump mapping will be there.

The future of graphics looks very bright indeed. And there are plenty of technologies still yet to arrive. But rest assured that when they do arrive, we will be here.

Until next time…

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