New, easier technique for capturing high-res textures

Devin Coldewey

Devin Coldewey is a Seattle-based writer and photographer. He has written for the TechCrunch network since 2007. Some posts he’d like you to read: The Dangers of Externalizing Knowledge | Generation i | Surveillant Society | Choose Two | Frame Wars | The User’s Manifesto | Our Great Sin His personal website is coldewey.cc. → Learn More

Wednesday, August 27th, 2008

I’m no asset creation specialist, but from what I’ve heard it’s not that difficult to get textures, although making a decent normal map that actually corresponds to a texture’s source is tricky. Some boffins at Dolby thought there had to be an easier way than what was available, so they got to thinking.

What they came up with is essentially taking a surface’s picture twice: once with ambient lighting that highlights bumps and cracks, and once with a direct flash that allows the camera to see all the color. A system then compares the two, determines whether a light or dark area signifies a bump, divot, crack, or just color gradient. It’s pretty smart, and hopefully it works.

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