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Chapter 19: Normal Mapping
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Frank D. Luna
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Chapters in this book
- Frontmatter i
- Contents vii
- Acknowledgments xxvii
- Introduction xxix
-
Part I Mathematical Prerequisites
- Chapter 1: Vector Algebra 1
- Chapter 2: Matrix Algebra 37
- Chapter 3: Transformations 61
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Part II Direct3D Foundations
- Chapter 4: Direct3D Initialization 91
- Chapter 5: The Rendering Pipeline 175
- Chapter 6: Drawing in Direct3D 219
- Chapter 7: Drawing in Direct3D Part II 291
- Chapter 8: Lighting 339
- Chapter 9: Texturing 389
- Chapter 10: Blending 437
- Chapter 11: Stenciling 459
- Chapter 12: The Geometry Shader 485
- Chapter 13: The Compute Shader 507
- Chapter 14: The Tessellation Stages 553
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Part III Topics
- Chapter 15: Building a First Person Camera 579
- Chapter 16: Instancing and Frustum Culling 593
- Chapter 17: Picking 621
- Chapter 18: Cube Mapping 641
- Chapter 19: Normal Mapping 671
- Chapter 20: Shadow Mapping 697
- Chapter 21: Ambient Occlusion 733
- Chapter 22: Quaternions 755
- Chapter 23: Character Animation 785
- Chapter 24: Terrain Rendering 813
- Chapter 25: Particle Systems 845
- Chapter 26: Amplification and Mesh Shaders 881
- Chapter 27: Ray Tracing 909
- Appendix A: Introduction to Windows Programming 979
- Appendix B: High Level Shader Language Reference 1001
- Appendix C: Some Analytic Geometry 1017
- Appendix D: Solutions to Selected Exercises 1029
- Bibliography and Further Reading 1031
- Index 1037
Chapters in this book
- Frontmatter i
- Contents vii
- Acknowledgments xxvii
- Introduction xxix
-
Part I Mathematical Prerequisites
- Chapter 1: Vector Algebra 1
- Chapter 2: Matrix Algebra 37
- Chapter 3: Transformations 61
-
Part II Direct3D Foundations
- Chapter 4: Direct3D Initialization 91
- Chapter 5: The Rendering Pipeline 175
- Chapter 6: Drawing in Direct3D 219
- Chapter 7: Drawing in Direct3D Part II 291
- Chapter 8: Lighting 339
- Chapter 9: Texturing 389
- Chapter 10: Blending 437
- Chapter 11: Stenciling 459
- Chapter 12: The Geometry Shader 485
- Chapter 13: The Compute Shader 507
- Chapter 14: The Tessellation Stages 553
-
Part III Topics
- Chapter 15: Building a First Person Camera 579
- Chapter 16: Instancing and Frustum Culling 593
- Chapter 17: Picking 621
- Chapter 18: Cube Mapping 641
- Chapter 19: Normal Mapping 671
- Chapter 20: Shadow Mapping 697
- Chapter 21: Ambient Occlusion 733
- Chapter 22: Quaternions 755
- Chapter 23: Character Animation 785
- Chapter 24: Terrain Rendering 813
- Chapter 25: Particle Systems 845
- Chapter 26: Amplification and Mesh Shaders 881
- Chapter 27: Ray Tracing 909
- Appendix A: Introduction to Windows Programming 979
- Appendix B: High Level Shader Language Reference 1001
- Appendix C: Some Analytic Geometry 1017
- Appendix D: Solutions to Selected Exercises 1029
- Bibliography and Further Reading 1031
- Index 1037