Hi guys, I’m a very begginer in computer graphics programming. Quite familiar with visual c++ but never even once write an opengl code. Now I have a school project to make an opengl program which implement bump mapping using ray tracing on mathemathical 3D object. I try to explain the problem as clear as possible with my limited English.
A few years ago someone in my shool has already made it using classic height field bump mapping method - if you already knew it, just pass to next paragraph. This method calculates normal vectors of object’s surface as new height field. Then this new surface’s normal is used to calculate diffuse and specular lightning. This calculation is implemented on every pixel on the object’s surface.
But this method has a serious weakness. If the 3D object is maped on 2D surface, the effect doesn’t work at the edge of the object at all (it’s still perfectly smooth, since it’s a mathemathical one). This is caused the method only change the normal vectors, and the bump effect is completely an eye illusion.
The project objection is to make bump mapping method that totally eliminates that weakness.
Is there anyone here has a concept how the algorythm will work? Or perhaps there’s already a reference for this method?
Thx.