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Lecture 5: Texture Mapping (87)
GuardHei

Bump map is often in the form normal map nowadays, which stores tangent space normal. This is usually produced from degrading a high-poly-count mesh to a low-poly-count mesh.

Displacement map exist in various of forms. There are forms of parallax occlusion maps, which utilize screen space raymarching along the displacement map per pixel to create the illusion of height, but have artifacts along the sides. Other games use displacement map to do realtime tessellation and actual vertex displacement to create complex details, such as rendering large terrains.

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