Normal Mapping in Video Games
Interactive normal map rendering was originally only possible on PixelFlow, a parallel rendering machine built at the University of North Carolina at Chapel Hill. It was later possible to perform normal mapping on high-end SGI workstations using multi-pass rendering and framebuffer operations or on low end PC hardware with some tricks using paletted textures. However, with the advent of shaders in personal computers and game consoles, normal mapping became widely used in commercial video games starting in late 2003. Normal mapping's popularity for real-time rendering is due to its good quality to processing requirements ratio versus other methods of producing similar effects. Much of this efficiency is made possible by distance-indexed detail scaling, a technique which selectively decreases the detail of the normal map of a given texture (cf. mipmapping), meaning that more distant surfaces require less complex lighting simulation.
Basic normal mapping can be implemented in any hardware that supports palettized textures. The first game console to have specialized normal mapping hardware was the Sega Dreamcast. However, Microsoft's Xbox was the first console to widely use the effect in retail games. Out of the sixth generation consoles, only the PlayStation 2's GPU lacks built-in normal mapping support. Games for the Xbox 360 and the PlayStation 3 rely heavily on normal mapping and are beginning to implement parallax mapping. The Nintendo 3DS has been shown to support normal mapping, as demonstrated by Resident Evil Revelations and Metal Gear Solid: Snake Eater.
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