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Sunday, 11 July 2010

Generating Normal Maps: 2D Images

The normal map used in the previous post was generated from a 3D model, so calculating normals was quite trivial. Taking any two dimensional image and calculating accurate realistic normals on the other hand is not. I have used a simple method using Sobel operators which seems to work quite well.

The Sobel operator provides X or Y gradient information about a certain image. Lets take a look at an example (Picture courtesy of my lovely girlfriend Camilla). The picture below shows a 2D image, with no 3D data whatsoever.

The sobel operator works by calculating the gradient of an image based on a range of pixels surrounding the pixel being tested.

First the image must be turned into a greyscale image, so that only brightness values are taken into account. Then a sobal operator is applied in the vertical and horizontal direction.

The results of applying the sobel operators can be seen in these two images. With the horizontal and vertical sobel operators respectively. These images correspond to the red and green channels in the final image. Since we have no sensible way of calculating a bump map for the two dimensional image the blue channel will just be set to a maximum throughout the image.

Finally we can apply this to the 2D Deferred Normal Lighting simulation I wrote about in the last post. The effects are quite impressive, creating a distinctly 3D look from a 2D image (Just click the image to launch the application):


To expand on this slightly further I thought it would be interesting to apply this to a webcam stream. This meant calculating a normal map every frame on top of the per pixel lighting so the resulting application is quite CPU intensive. I'm not quite as pleased with the effects as previously as there seems to be a lot of noise in the image. It might work better for you guys, just click the next image to launch it:

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