Long version starts here: I've done some minor tidying to the article on bump mapping recently, including sourcing the key problem or limitation with the technique that shapes given a bump map only LOOK like they've got a bumpy surface because of the way they reflect light. The shape itself isn't actually changed. This is important because it can cause problems with obtaining realism in bump mapped images but I was unable to find an image which actually showed this important limitation clearly; so I created this one. I know it's early days for VP, but I think the encyclopaedic value should be clear and I might as well get feedback on it now. I hope there's also a chance for FP.
Some technical background about the image: it has been raytraced using POV-Ray at a high quality using effects such as radiosity (to improve the realism of the ambient lighting) and fog (to soften the background and create the mottled light pattern on the ground). This makes the "fake" CG appearance of the left hand, bump mapped sphere all the more obvious sitting next to the right hand, isosurface sphere.
Short version starts here: High quality ray traced image showing an important, and therefore encyclopaedically valuable, limitation in bump mapping by comparing a bump mapped sphere (left) with a sphere that actually has a bumpy surface (right).
Long version starts here: I've done some minor tidying to the article on bump mapping recently, including sourcing the key problem or limitation with the technique that shapes given a bump map only LOOK like they've got a bumpy surface because of the way they reflect light. The shape itself isn't actually changed. This is important because it can cause problems with obtaining realism in bump mapped images but I was unable to find an image which actually showed this important limitation clearly; so I created this one. I know it's early days for VP, but I think the encyclopaedic value should be clear and I might as well get feedback on it now. I hope there's also a chance for FP.
Some technical background about the image: it has been raytraced using POV-Ray at a high quality using effects such as radiosity (to improve the realism of the ambient lighting) and fog (to soften the background and create the mottled light pattern on the ground). This makes the "fake" CG appearance of the left hand, bump mapped sphere all the more obvious sitting next to the right hand, isosurface sphere.
Short version starts here: High quality ray traced image showing an important, and therefore encyclopaedically valuable, limitation in bump mapping by comparing a bump mapped sphere (left) with a sphere that actually has a bumpy surface (right).