hmm.. intresting read but no actual data on algorightm..
all bump fx in Baldurs Gate:da were just nice brute force rendering of high-poly objects with lights.
(including water)
Knotter8:
you can be sure that there is no radiosity going on with usual xbax shading model.
actualy you can be sure that noone would like to see the quality of \'almost\' realtime quality of radiosity on xbox. (the tought of 5k-50k lightsources on xbox (or any other hardware) does not present itself as a good idea.)
with geforce3/nv3a class hardware per-pixel ldr rendering of lights is the usual way with approximation of phon/blinn/anisotropic... which is quite big step beyond ps2 per-vertex lights, but too often without a good gloss map which makes em look like bad plastic.
but mostly i think that bump mapping is overrated.
bumpmaps most important use is faking high frequency geometric detail of models up close.
or compressing geometric details from high poly to low poly object. (as in doom3, farcry, ..).
in most cases it is not needed, if basic lighting model is good. which usualy means good ambient, diffuse and specular component from which specular is where bumpmap is most useful, but not as important as good gloss/specular_strenght map.
this is becouse specular highlight with or without bumpmap causes the plastic feel to objects, and glossmap is only way to get rid of it.
and one thing is that bumpmapping or per-pixel lighting is expensive. it has to be made once per-light for diffuse and specular (and if you want very good results.. ambient).
with only 4 lights it would be 8 bumpmap passes.. per lighted polygon.
but yes. it is possible heres couple of ways to do it. on ps2 or tnt class hardware.
ortogonal. (per-pixel)
http://www.opengl.org/developers/code/features/oim/Orth.htmlEmboss (fake but used in some pc-games,like ground in Expendable)
http://www.cs.wpi.edu/~matt/courses/cs563/talks/bump/bumpmap.htmlBumpmapping based on Index texturing quite good and possible to do free enviroment-bumpmapping. fastest possible in actual rendering stage of ps2. (as it is rendered as normal index-texture, and calculated on processor for each fragment of index (color))
http://vcg.iei.pi.cnr.it/bumpmapping.html