Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!mailrus!cwjcc!gatech!prism!vsserv!geomag!prem From: prem@geomag.fsu.edu (Prem Subrahmanyam) Newsgroups: comp.graphics Subject: Procedural Bump-mapping. Message-ID: <201@vsserv.scri.fsu.edu> Date: 20 Sep 89 18:41:45 GMT Sender: news@vsserv.scri.fsu.edu Reply-To: prem@geomag.gly.fsu.edu (Prem Subrahmanyam) Organization: Florida State University Computing Center Lines: 20 I am going to attempt to employ a few procedural bump-map textures to DBW_Render (I have no idea how they will turn out). I would like to start with some basics, like maybe a "golf-balling" algorithm that will give the surface small, spherical pits. Also, a "cross- hatching" one would be nice as well, one that would produce furrows in a surface. These should work for both planar surfaces as well as spherical ones. So, here's the basic request....given a point, the normal to the surface at that point as well, how can I perturb the normal, position of the point, etc. to create reasonable bump-maps. One that I'd particularly like to reproduce is found in an old issue of IEEE Computer Graphics & Applications....the one with the Martian Magnolia in it. Well, there's this cross-hatching on the spheres on the previous page. These would be very nice to try to implement in DBW_Render. Can anyone point me to real code (or at least pseudocode) that will tell me how to generate these types of textures? Eventually, with all these textures, bump-mapping, etc. in tow, DBW will be the most kick-butt ray-tracer available to the general public. ---Prem Subrahmanyam