Emst, I.Jackel, D.Riisseler, H.Wittig, O.W. Strasser2014-02-062014-02-061995--https://doi.org/10.2312/EGGH/EGGH95/063-070Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real· time. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled color­ ful surfaces. Using a simplified bump mapping method we first suc­ ceeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model.Applying several improvements to our former Phong shading hard­ ware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architec­ ture, including reflectance cubes to support a local viewer, a Taylor­ series based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.bump mappingreflectance cubenormal vector interpolationhardware divisionlocal viewerunlimited colored light­ sourcesPhong shadingrealtime renderingHardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering