Overview
Normal mapping reads a normal vector from a texture, transforms it from tangent space to the surface's shading space, and uses it for lighting calculations.
Adds lighting detail by perturbing shading normals from a texture instead of changing geometry.
Compact metadata for implementation and discovery.
Normal mapping reads a normal vector from a texture, transforms it from tangent space to the surface's shading space, and uses it for lighting calculations.
Quick facts
Runtime and memory behavior at a glance.
Best
O(1)
Average
O(pixels)
Worst
O(pixels)
Space
O(texture size)
n_world = normalize(TBN * n_tangent)Moves a sampled tangent-space normal into world or view space.
Show rays, samples, buffers, or shading terms that contribute to the final pixel.
Normal mapping affects shading only; displacement or tessellation is needed for actual geometric relief.
What each reference supports for this entry.
Appearance-preserving simplification paper using normal maps to preserve surface detail.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Both add apparent surface detail without changing base geometry.
Normal maps modify shading normals used by local lighting models.