In
3D computer graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
, normal mapping, or Dot3 bump mapping, is a
texture mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color.
History
The original technique was pioneered by Edwin Catmull in 1974.
Texture mappi ...
technique used for faking the lighting of bumps and dents – an implementation of
bump mapping. It is used to add details without using more
polygon
In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two t ...
s. A common use of this technique is to greatly enhance the appearance and details of a
low polygon model by generating a normal map from a high polygon model or
height map.
Normal maps are commonly stored as regular
RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the
surface normal
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve ...
.
History
In 1978
Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance.
The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc.
SIGGRAPH 1996, where this approach was used for creating
displacement maps over
nurbs
Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analy ...
. In 1998, two papers were presented with key ideas for transferring details with normal maps from high to low polygon meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998, and "A general method for preserving attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98. The former introduced the idea of storing surface normals directly in a texture, rather than displacements, though it required the low-detail model to be generated by a particular constrained simplification algorithm. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of any attributes of the high-detail model (color,
texture coordinates,
displacements, etc.) in a way that is not dependent on how the low-detail model was created. The combination of storing normals in a texture, with the more general creation process is still used by most currently available tools.
Spaces
The orientation of coordinate axes differs depending on the
space in which the normal map was encoded.
A straightforward implementation encodes normals in object-space, so that red, green, and blue components correspond directly with X, Y, and Z coordinates.
In object-space the coordinate system is constant.
However object-space normal maps cannot be easily reused on multiple models, as the orientation of the surfaces differ.
Since color texture maps can be reused freely, and normal maps tend to correspond with a particular texture map,
it is desirable for artists that normal maps have the same property.

Normal map reuse is made possible by encoding maps in
tangent space.
The tangent space is a
vector space which is tangent to the model's surface.
The coordinate system varies smoothly (based on the derivatives of position with respect to texture coordinates) across the surface.
Tangent space normal maps can be identified by their dominant purple color, corresponding to a vector facing directly out from the surface.
See
below.
Calculating tangent space
In order to find the perturbation in the normal the tangent space must be correctly calculated. Most often the normal is perturbed in a fragment shader after applying the model and view matrices. Typically the geometry provides a normal and tangent. The tangent is part of the tangent plane and can be transformed simply with the
linear
Linearity is the property of a mathematical relationship ('' function'') that can be graphically represented as a straight line. Linearity is closely related to '' proportionality''. Examples in physics include rectilinear motion, the linear ...
part of the matrix (the upper 3x3). However, the normal needs to be transformed by the
inverse transpose. Most applications will want bitangent to match the transformed geometry (and associated UVs). So instead of enforcing the bitangent to be perpendicular to the tangent, it is generally preferable to transform the bitangent just like the tangent. Let ''t'' be tangent, ''b'' be bitangent, ''n'' be normal, ''M
3x3'' be the linear part of model matrix, and ''V
3x3'' be the linear part of the view matrix.
:
:
:
Calculation
To calculate the
Lambertian (diffuse) lighting of a surface, the unit
vector
Vector most often refers to:
*Euclidean vector, a quantity with a magnitude and a direction
*Vector (epidemiology), an agent that carries and transmits an infectious pathogen into another living organism
Vector may also refer to:
Mathematic ...
from the shading point to the light source is
dotted with the unit vector normal to that surface, and the result is the intensity of the light on that surface. Imagine a polygonal model of a sphere - you can only approximate the shape of the surface. By using a 3-channel bitmap textured across the model, more detailed normal vector information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (X, Y and Z). These spatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques.
Unit Normal vectors corresponding to the u,v texture coordinate are mapped onto normal maps. Only vectors pointing towards the viewer (z: 0 to -1 for
Left Handed Orientation) are present, since the vectors on geometries pointing away from the viewer are never shown. The mapping is as follows:
X: -1 to +1 : Red: 0 to 255
Y: -1 to +1 : Green: 0 to 255
Z: 0 to -1 : Blue: 128 to 255
light green light yellow
dark cyan light blue light red
dark blue dark magenta
* A normal pointing directly towards the viewer (0,0,-1) is mapped to (128,128,255). Hence the parts of object directly facing the viewer are light blue. The most common color in a normal map.
* A normal pointing to top right corner of the texture (1,1,0) is mapped to (255,255,128). Hence the top-right corner of an object is usually light yellow. The brightest part of a color map.
* A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red.
* A normal pointing to top of the texture (0,1,0) is mapped to (128,255,128). Hence the top edge of an object is usually light green.
* A normal pointing to left of the texture (-1,0,0) is mapped to (0,128,128). Hence the left edge of an object is usually dark cyan.
* A normal pointing to bottom of the texture (0,-1,0) is mapped to (128,0,128). Hence the bottom edge of an object is usually dark magenta.
* A normal pointing to bottom left corner of the texture (-1,-1,0) is mapped to (0,0,128). Hence the bottom-left corner of an object is usually dark blue. The darkest part of a color map.
Since a normal will be used in the
dot product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a scalar as a result". It is also used sometimes for other symmetric bilinear forms, for example in a pseudo-Euclidean space. is an alg ...
calculation for the diffuse lighting computation, we can see that the would be remapped to the values, giving that kind of sky blue color seen in normal maps (blue (z) coordinate is perspective (deepness) coordinate and RG-xy flat coordinates on screen). would be remapped to the (/2+)*255=*255=*255= values (
). The sign of the z-coordinate (blue channel) must be flipped to match the normal map's normal vector with that of the eye (the viewpoint or camera) or the light vector. Since negative z values mean that the vertex is in front of the camera (rather than behind the camera) this convention guarantees that the surface shines with maximum strength precisely when the light vector and normal vector are coincident.
Normal mapping in video games
Interactive normal map rendering was originally only possible on
PixelFlow, a
parallel rendering machine built at the
University of North Carolina at Chapel Hill
A university () is an institution of higher (or tertiary) education and research which awards academic degrees in several academic disciplines. ''University'' is derived from the Latin phrase ''universitas magistrorum et scholarium'', which r ...
. It was later possible to perform normal mapping on high-end
SGI workstations using multi-pass rendering and
framebuffer operations
[Heidrich and Seidel]
Realistic, Hardware-accelerated Shading and Lighting
, SIGGRAPH 1999 ( PDF) or on low end PC hardware with some tricks using paletted textures. However, with the advent of
shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of spec ...
s in personal computers and game consoles, normal mapping became widely used in commercial video games starting in late 2003. Normal mapping's popularity for
real-time rendering is due to its good quality to processing requirements ratio versus other methods of producing similar effects. Much of this efficiency is made possible by
distance-indexed detail scaling, a technique which selectively decreases the detail of the normal map of a given texture (cf.
mipmapping), meaning that more distant surfaces require less complex lighting simulation. Many authoring pipelines use high resolution models
baked
Baking is a method of preparing food that uses dry heat, typically in an oven, but can also be done in hot ashes, or on hot stones. The most common baked item is bread but many other types of foods can be baked. Heat is gradually transferred " ...
into low/medium resolution in-game models augmented with normal maps.
Basic normal mapping can be implemented in any hardware that supports palettized textures. The first game console to have specialized normal mapping hardware was the Sega
Dreamcast. However, Microsoft's
Xbox
Xbox is a video gaming brand created and owned by Microsoft. The brand consists of five video game consoles, as well as applications (games), streaming services, an online service by the name of Xbox network, and the development arm by th ...
was the first console to widely use the effect in retail games. Out of the
sixth generation console
In the history of video games, the sixth generation era (sometimes called the 128-bit era; see "bits and system power" below) is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the ...
s, only the
PlayStation 2's
GPU lacks built-in normal mapping support, though it can be simulated using the PlayStation 2 hardware's vector units. Games for the
Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generati ...
and the
PlayStation 3
The PlayStation 3 (PS3) is a home video game console developed by Sony Interactive Entertainment, Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on Novemb ...
rely heavily on normal mapping and were the first game console generation to make use of
parallax mapping. The
Nintendo 3DS
The is a handheld game console produced by Nintendo. It was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generati ...
has been shown to support normal mapping, as demonstrated by ''
Resident Evil: Revelations'' and ''
Metal Gear Solid 3: Snake Eater''.
See also
*
Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. Th ...
*
Ambient occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occlude ...
*
Depth map
In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related (and may be analogous) to ''depth ...
*
Baking (computer graphics)
*
Tessellation (computer graphics)
*
Bump mapping
*
Displacement mapping
References
External links
Normal Map TutorialPer-pixel logic behind Dot3 Normal Mapping
NormalMap-OnlineFree Generator inside Browser
Normal Mapping on sunandblackcat.comusing old OpenGL extensions.
Creating normal maps manually by layering digital photographs
Simple Normal MapperOpen Source normal map generator
{{Texture mapping techniques
Texture mapping
Virtual reality