I just realized I have not well understood the various bump mapping evolutions. I need to check this for a project I’m going to start, which may take up a lot od pixel-LOD.
As far as I know, there are various approaches:
1- Dot3 with transformed normal fetched from texture
2- Blinn method: as above but with perturbation.
3- Self-shadowing: I only know about horizon bump mapping here but I don’t like it at all. Could you please point out some alternatives?
4- Parallax mapping with offset limiting.
5- Steep parallax mapping.
I would be glad if you could point out some references on the topic. I hadn’t the chance to understand the thing while it was evolving and I now have to catch up.
Thanks in advance!