SGI

OceanBump

OceanBump shows how to approximate bump mapping on a shiny surface such as the ocean.


The sequence of images above shows the progression of the multi-pass rendering for the specular term, the first image is the per vertex specular term pased on a Phong illumination model the second is the specular term with a bump map added, the third shows the framebuffer after the subtraction of the shininess term and the fourth displays the final result after the addition of the other lighting terms, in this case diffuse and ambient. Note that the first two terms may be combined in a single rendering pass using a GL_ADD texture environment.


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