Since the introduction of normal mapping in real-time computer graphics, combining or blending normal maps in a mathematically correct way to get visually pleasing results has been a difficult problem for even very experienced graphics engineers. Historically, people often blend normals in world space, which produces incorrect and less than satisfactory results. The paper “Surface Gradient Based Bump Mapping Framework” introduces a new framework that addresses the limitations of traditional normal mapping. This new approach is easy and intuitive for both technical artists and graphics engineers, even where different forms of bump maps are combined.
In modern computer graphics, material layering is critical to achieve rich and complex environments. To do this, we need support for bump mapping across multiple sets of texture coordinates as well as blending between multiple bump maps. Additionally, we want to be able to adjust the bump scale on object space normal maps and be able to composite/blend these maps correctly with tangent space normal maps and with triplanar projection. Read more
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