{"id":237,"date":"2009-08-03T16:26:03","date_gmt":"2009-08-03T15:26:03","guid":{"rendered":"http:\/\/www.ozone3d.net\/blogs\/lab\/?p=237"},"modified":"2011-09-07T20:54:05","modified_gmt":"2011-09-07T19:54:05","slug":"geexlab-bump-mapping-et-self-shadow","status":"publish","type":"post","link":"https:\/\/www.ozone3d.net\/blogs\/lab\/20090803\/geexlab-bump-mapping-et-self-shadow\/","title":{"rendered":"(GeeXLab) Bump Mapping et Self Shadow"},"content":{"rendered":"<p><center><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.ozone3d.net\/blogs\/lab\/public\/200908\/bump-mapping-sel-shadow-01.jpg\" alt=\"GeeXLab demo\"\/><br \/>Bump mapping &#8211; front face<\/p>\n<p><\/center><br \/>\n<!--more--><br \/>\nCa faisait une \u00e9ternit\u00e9 que j&#8217;avais lu un petit article sur la fa\u00e7on d&#8217;am\u00e9liorer le bump mapping et j&#8217;ai enfin pris le temps de le tester. C&#8217;est pas une technique r\u00e9volutionnaire, c&#8217;est juste une am\u00e9lioration de l&#8217;ombre propre (ou self shadow) d&#8217;un objet rendu avec du bump mapping. Avec un shader de bump mapping classique, l&#8217;ombre propre ressemble \u00e0 \u00e7a:<br \/>\n<center><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.ozone3d.net\/blogs\/lab\/public\/200908\/bump-mapping-sel-shadow-02.jpg\" alt=\"GeeXLab demo\"\/><br \/>Bump mapping &#8211; back face<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.ozone3d.net\/blogs\/lab\/public\/200908\/bump-mapping-sel-shadow-03.jpg\" alt=\"GeeXLab demo\"\/><br \/>Bump mapping back face &#8211; d\u00e9tail de la surface &#8211; bugs dans l&#8217;ombre propre<\/p>\n<p><\/center><br \/>\nCertaines zones sont \u00e9clair\u00e9es alors qu&#8217;elles ne le devraient pas. Ce bug visuel est du \u00e0 la normal map qui, pour certaines zones de la surface de l&#8217;objet, poss\u00e8de des vecteurs normaux qui font face \u00e0 la lumi\u00e8re. La normal map repr\u00e9sente les micro d\u00e9tails de la surface (ou, encore mieux, contr\u00f4le l&#8217;ombre propre \u00e0 petite \u00e9chelle) et dans certains cas ces micro d\u00e9tails sont si accentu\u00e9s que le vecteur normal perturb\u00e9 (bump) qui repr\u00e9sente l&#8217;orientation donne un DOT(bump,L)>0 alors que globalement ces micro d\u00e9tails sont dans l&#8217;ombre de l&#8217;objet. La solution \u00e0 ce petit probl\u00e8me fait intervenir le vecteur normal non perturb\u00e9 qui repr\u00e9sente l&#8217;orientation globale de l&#8217;objet (ou permet de contr\u00f4ler l&#8217;ombre propre \u00e0 l&#8217;echelle de l&#8217;objet). En gros si DOT(N, L) est plus petit que 0 (N est vecteur normal non perturb\u00e9 &#8211; gl_Normal dans un shader de Phong) alors tous les calculs qui suivent se font dans l&#8217;ombre. Mais il y a une petite ruse qui permet de rapidement savoir si un pixel est dans l&#8217;ombre sans devoir utiliser gl_Normal. Comme nous sommes dans un shader de bump mapping, nous travaillons dans l&#8217;espace tangent ou TBN. Et dans cet espace au niveau d&#8217;un pixel shader, si la composante z du vecteur lumi\u00e8re (vLight) est plus petite que 0 alors nous sommes dans l&#8217;ombre propre globale de l&#8217;objet:<\/p>\n<p><center><\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.ozone3d.net\/blogs\/lab\/public\/200908\/bump-mapping-sel-shadow-04.jpg\" alt=\"GeeXLab demo\"\/><br \/>Bump mapping &#8211; back face &#8211; avec ombre propre correcte <\/p>\n<p><\/center><\/p>\n<p>Je d\u00e9taillerai prochainement le code du shader avec un petite d\u00e9mo GeeXLab.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bump mapping &#8211; front face<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9,408,8,469],"tags":[372,348,170,637,373],"class_list":["post-237","post","type-post","status-publish","format-standard","hentry","category-opengl","category-pixel-hacking-2","category-programming","category-tools-de-jegx","tag-bump-mapping","tag-geexlab","tag-normal-map","tag-programming","tag-self-shadow"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"[GeeXLab] Bump Mapping et Self Shadow.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"JeGX\"\/>\n\t<meta name=\"keywords\" content=\"geexlab,bump mapping,normal map,programming,self shadow\" \/>\n\t<link rel=\"canonical\" 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