Mapping Bump was originally proposed by Jim Blinn in 1978. His system basically works, disturbing the normal on the surface, using the height of this texel and the height of the surrounding texels.
This is very similar to Bumpmapping DUDV (you can recall the original BMS mapping mapping that was introduced in DX6, which was DUDV). This works by precomputing the derivatives from above so that you can skip the first step of the computation (since it does not change every frame).
Normal mapping is a very similar method that works by simply replacing the normal at each texel position. Conceptually its much simpler.
There is another method that gives โsimilarโ results. It is called embossed relief mapping. This method works using multi-pass rendering. Basically you end up subtracting a gray scale height map from the last pass, but compensating for it with a small amount depending on the direction of the light.
There are other ways to emulate surface topology.
Elevation mapping uses the elevation map as an alpha texture, and then displays several fragments through this texture with a different alpha value to simulate a change in height. However, if they are not performed correctly, the slices can be very noticeable.
Displacement mapping works by creating a three-dimensional grid based on texture. This will obviously significantly increase the number of your vertices.
Steep parallax, bump mapping, etc. - latest methods. They work by casting a beam through a height map until it crosses. This has the big advantage that if the piece should block the texture, now performed when the beam does not hit the DEM behind where it initially hits, the โnearestโ texel is always displayed.
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