surface displacement yielding modified normal 1. Look up height in height map 2. Calculate surface normal (finite difference) 3. Combine calculated surface normal with geometric surface normal 4. Calculate interaction of new “bumpy” surface with lights in the scene 7
relative to surface • Use on models to be deformed - Animated character • Object space • Store all normals on a unit sphere • Use on model to be rotated without deformed - Weapons, vehicle, building 11